#NFSU2 (Need For Speed Underground 2)
1 messages · Page 25 of 1
I can't begin to explain how wrong you are
Remix isn't the goal with that game release, it's just a game release
all initial testing of Remix up until the open source release was done using the binaries from Portal RTX, and the updates made to it
we're basically just doing the same thing now until the open source release gets these updates
i understand
So did portal with rtx get these updates?

Lol. Did you install the LFS extension?
I switched over to gitkraken cause github desktop doesn't show branches at all
uh...yes it does
fug
Well, I'm going to bed. The stream thingy was mostly uneventful, but it gave me some inspiration. Will not play prelude when I wake up, instead will just use the remix files and put them in other games to see what happens.
Im a terminal user, so I have a bit of a hard time helping out 😞
I can't stand just a big list and no explanation of what's the latest
I'm terminally online
ok fair enough that's some good additional info
I'm a command line guy (I do linux for work) but I have desktop installed too mostly just so I know how to help other people with it
I don't do any of this for work so I need all the help I can get visually.
60 fps with no cull exe dream 
I might as well start doing so. The readme im doing is focused on command line users. Ill have to spin up the desktop app and check their equivalents for the docs
Well, culling has been fixed already. And dlss will handle the 60 fps part.
@balmy chasm hmm. one of the textures in the garageLobby is causing my game to freak out and quit rendering. If I disable 02011601_garageLobby.usda in my mod.usda it works fine. I haven't tested the rest of the garages yet but at least the career garage seems to work fine.
I'm not too sure how I feel about the textures in this shop @balmy chasm
Feels too damp?
hmm. ok I redid everything and now it's working. Not sure what changed but don't worry about it.
@ember river Mesh replacement appears to work now for me.
Are you good with me approving the merge?
Also can my lighting structure PR be looked at by someone? 
i can look at it, but i can't do anything
It makes it so much easier to track changes I make
With you now there are 3 instances of it working so yeah, please 
go ahead. Cleanup those big boys
I added a comment to it. Take a look at the changed files, something doesn't seems quite right 🤔
Some stuff went missing
https://github.com/Ekozmaster/NFSU2-RTX-Remix/pull/79/files
The mesh placeholder?
Nope, it is changing a lot of stuff in the mod.usda that endedup crashing with other replacements and losing some texture references
I'll have to go out now and socialize a bit guys. Be back later
Aw man
It seems OV really doesn't want to format the mod usda right. I think I'll try it by hand
that's why I've been using kim's script
For mod.usda it is easy to fix by hand
yeah that part I do by hand
review needed for a small change: added an exterior garage door texture for the performance shop. The original texture is extremely low res and looked super crappy
https://github.com/Ekozmaster/NFSU2-RTX-Remix/pull/83
one sec I'll get a screenshot
I think that gets applied to all the shop doors but I haven't confirmed yet
Okay, I believe my branch has the overwhelming majority of roadway lights in it now
still requires 400+ W usage for the GPU? haha jk
that looking awesome pal
Need to get that 1800W power supply and dedicate a circuit for this.
You don't want to know what is going on there in original game :harold:. Let's just keep it as a fact: this is Paint shop hall, not the painting room
Guess you were referencing to the floor texture, because I didn't replace it after the fact it was replaced with some random .usda in repo.
just checked, it had 3 replacements in total, the one of them in mod_lights.usda somehow
I have created a poll for garage textures. From what I've noticed that's just 4 lobbies which have differences. I'd like to ask not discuss publicly your own pick if possible.
@tawny elk @jade briar @ember river @safe patrol@cloud crypt
https://forms.gle/c2CYfsGwUiyg6C8r8
I forgot to add it to the doc, but the garages definitely need more mesh replacements before they'll look good.
I do agree. Especially Car lot
Uncle burrito back on remix when
Soooon™️
😎
I wish you to make it, I understand you I have mental problems myself and if you want to chat I will try to help you 👌🏼👌🏼 keep it up 🤜🏻🤛🏻
Love the polls, well done!
For future polls, it might be a good idea to include a screenshot of vanilla NFSU2 before the two choices so we can compare to how it originally looked like.
good point
Did y’all want to vote on high level design choices for lighting for each district? I typically have some sketches and mood boards before starting on them.
Yes
Anyone have screenshots of the Burger King and McDonald's signs in-game?
I just want to replace the images in this meme.
Do you know if it is possible to add some global lights in the first place? So we don't get pitch black places where they have no light sources at all
That’s typically what the head lights are for, but I’d suggest adding a light polluted skybox to give some background illumination.
It’d help a lot with areas that I can’t reasonably add light to
I have noticed Remix doing some Auto-Exposure in the background even with Eye-Adaptation off. That's the pain. So can we change hdri?
Yea we can change the skyboxes ez
How though? Remember someone saying skydome captures randomly. Is it the way?
I don’t quite know how. I know @sharp sinew has changed a skybox before
It might just be modifying the material. It shows up in OV
i added it as a mesh replacement but it blocked the sun out
Damn
Do you mean Distant Light source?
yea
Distant lights work?
What happens when you hide the mesh then? Black sky but working sun?
if you hide the mesh you dont see the mesh
Can we replace the sky mesh with our own
I guess problem will be the same, right?
i just slapped the mesh on the first non culling thing i saw
We could keep one of the distant light sources and tweak it to be a diffused light pollution sky.
skydome mesh to mess around with, any hdri maps to it
Did you try what I suggested? Regarding figuring out where the sky is?
Also that's our repo's Distant Light. Guess it doesn't work whatsoever
if i cant find it in omni though its not good right?
The games distant light sources come in too dim to work. You can ramp them up to be visible but I have no idea what effects or their stability are.
Hold on. I'll just record a video
Game doesn't have this one. Didn't have it in any of my captures. That's what I found out in our repo
I got max open and i'm down to clown
That's a good pickup line
I've pulled
Out?
Does the translucent material has emissive too? Maybe an skybox that allows light to passthrough but also emits the sky hdri could work 🤔
Translucent material of such scale may impact performance
try it and see
Maybe there is some setting for the mesh like not being double sided allowing rays from the sun to pass 
I'm sorry for messing up all over the place. I got 50 things going through my head right now. Prelude fucked me up.
ah i see, thanks buddy 🙂
So there is a way to replace the texture 
Yes. I figured it out a few weeks ago. Told u guys to try it. Twice. Everyone ignored me
You can import .usd into Blender and skip .fbx step entirely
For you, yeah
I don’t ignore you 
If we want, we can put up a poll of what hdris to use for the sky.
There is a proper blender for messing with USD in the OV launcher
God I wish I could use blender instead of OV.
Might even get annoyed enough to figure out how.
Any, just make it work 🙏
I don want it
You’ll have to try or wait till like 6pm EST for me to do anything. 
Id put something with some interesting characteristics. Maybe some nice clouds. If it is a night city sky, there wont be stars roughly, so a cloudy one would be nice
But make it work on 1 sky brightness
The entire game takes place at night anyway, no sun no moon
No moon?
Iirc
On that note, can we go back to local tone mapping? Global crushes the blacks like crazy.
Also, an hdri with a sun in it doesn't work?
We gonna do sky via mesh replacement?
You can add up a local tonemapping thing. Even though I haven't seen a way to implement it yet
What do you mean, it’s in the rtx menu. @ember river switched it to global for some color grading a week ago, but it’s not very good for gameplay when everything is pitch black 
How do you setup local tonemapping then?
In the RTX menu? I’m not sure what you mean.
Local
RTX menu > Post Processing > Tonemapper
.-.
I thought you were talking about coloring different regions of the map with different tonemap
Wait. We could use blender to create an HDRI for this 
Real hdri better
Shaping clouds is such a pain
Unleass you're really good
I’ll give it a shot. I have some add ons for sky creation that might help.
Physical atmosphere addon uses
Night HDRIs of a light polluted city sky are kind of niche unless y’all want to go out and create one 
Physical atmo isn't thaaaaaat good quality wise
It isn’t? 
is it?
I saw this one guy who made a really realistic sky using noides
I'll try to find him
It was on twitter
Mine has volumetric clouds and atmospheric scattering.
Oh I have truesky
With space views?
Maybe assigning a material stronger than descendants 🤔
I mean, the sky colour works because of the scattering in the atmosphere so yeah, that is the whole point of a physical sky system, it can't exists without it
Now do the math behind Rayleigh scattering
Yeah, that's the fancy word for it
And yeah, a physical sky system does indeed do the math for it by definition
We keep coming back to the same thing: Writting custom shaders 
i think mark said that it's not supported at all
mark
He said we could write our own in slang if we’d like.
It’s just a lot of work
pls
if you make a wavy foliage shader, let me know
Yeah this like the one used by opacity in the runtime rn
https://github.com/NVIDIAGameWorks/dxvk-remix/blob/main/src/dxvk/shaders/rtx/concept/surface_material/opaque_surface_material_interaction.slangh
Thing is, who is gonna take the burden
I vote for commissioning it to someone 
Some unlucky fella
I was about to commission the guy who does silentpatch to figure out culling for this.
does he even take commissions?
He does contract work
He does a lot of work for GOG
Yea, any amount helps.
i heard he was a bit of a creep
nothing happens, same as it was before
if you can pass light through a material or mesh you can just slap a sky dome in the sky on a stable mesh
idea for fake car paint
duplicate the mesh, make it slightly larger, apply a transparent material to it with a specular map for the shiny paint particles
Model each layer of paint 
That's a little sub optimal
obviously 😛
your denoisers going to go to town on that. and opacity is alpha test not fade
i was joking to be clear. buuut it might kind of slightly work if you try hard enough
having right issues with decals and this alpha test opacity material
and opacity is alpha test not fade
i don't understand what you mean by this
alpha test is hard. it's either 100% solid or 100% transarent with no middle ground
alpha fade is soft, you get all the levels of transparency
remix only uses alpha test
ah, okay
sucks cause you cant have half transparent decals
Unless you use the translucent material, afaik
makes this overkill as i really just want to darken the wallpaper not slap a chocolate cake on it
yeah, to clarify i was saying to apply the translucent material to the second mesh, not just apply a transparent texture
lol
but your second mesh would be either 100% transparent or 100% solid. no middle ground
Can’t you use something like OMM ? I thought there was a way for transparency in remix.
i mean, when i applied water to Skyrim, it was kind of in the middle?
i also thought there was a way. i just woke up, so it's not gonna come to mind any time soon if there was
we only got these aint we
yeah, i used the Translucent material
never touched it. do you have to open the decal capture, create new material, assign and save the usd?
Fun fact: Everything uses the translucent material in new Vegas by default
replace the material reference with the translucent material
Mark wrote a tutorial somewhere
he's very helpful aint he
Translucent usually means it's doing scattering in the material
The translucency in games is alpha blending
Which is multiply the colour together with the alpha value
Well, I managed to change the skybox with just a simple material replacement, but it doesn't applies 100% of the time
#usda 1.0
(
upAxis = "Z"
)
over "RootNode"
{
over "Looks"
{
over "mat_CD7D5B8568275F7E"
{
over "Shader"
{
asset inputs:diffuse_texture = @./textures/CD7D5B8568275F7E.dds@ (
customData = {
asset default = @@
}
displayGroup = "Diffuse"
displayName = "Albedo Map"
doc = "The texture specifying the albedo value and the optional opacity value to use in the alpha channel"
hidden = false
renderType = "texture_2d"
)
}
}
}
}
Remix doesn't do the latter i guess
@sharp sinew
#1096847508002590760 message
#1096847508002590760 message
i believe it actually does, but it's been a while since i messed with it
i'll check as soon as i can
omniverse signs me out every 2 days, gets annoying
Maybe it is a matter of finding all the hashes the game uses like the casino roof with 4 different albedos we had
The skybox changes based on location and weather
Weather being controlled by a function called weatherman
Last time I tested, both OV and Remix did react to middle values of Alpha. But With the values lower than 1 any roughness map ignored
just swap a decal with a blurred alpha and see for yourself, its alpha test 100%
I've tested different alphas on car headlight glass mesh. And it did work
i also recall it working in Barnyard and Skyrim. not quite sure what i did though
what specific value did you adjust for this?
Alpha map. I used photoshop to edit it
i think that's what i did
So maybe the best thing we can do is replace individually for each condition and keep having different skybox based on weather and locations 🤔
Source image?
Can we take a look at source image?
is this decal on a separate mesh?
Yeah decals had a special solution to them
5% Opacity lol
Idk if its possible to set it as a decal when its a replaced texture
source
Is it 5%?
My brain's surface physically feels itchy
Can I stole this for my mw? XD
Go ahead lol. Just keep in mind it needs more replacements, this is for a single combination of location and weather
It just works here
hmmmmmm we got something going on here aint we
given COD's issues with decals, it may just be a game issue
yea talking to peter about it now
Okay, it was easy
ah, yeah, another dynamic mesh thing
Hey guys, mental Health gets better and i defenetly can get back to work on remix next week.
Time for more and better lights.
I know many things have changed and maybe some others have done very much in the last month. @tawny elk should have done a very good lighting mod in that time. But like Arnold Schwarzenegger said: i will be back
I just got back from vacation
When will mark be vack from vacation
Gonna try some more ai cleanup for texture practice
Got to clean up one texture of artifacts before I left and I think I did okay
Not quite sure what the best way to blend is or what the best free software would be to use
Roads look neat
Thx. They're 8k though. Since the UVs are in 8:1 ratio you endup with a very loooonng texture, only for the width be 1024 pixels 
are there any programs that have a content aware blend? Something that just varies pixel colors slightly in the brush area based on where you click on for variation? I’ve seen in it a MC skin maker so I’m assuming editing software would have it too
photoshop has a pretty neat one
Yeah but not free 😦
I can send you something
When i am home
I hope I did 
You did man.
That was the last thing I saw before vacation
u mean the retroreflector shader? nothing at all. Writting custom shaders for remix is an introspective life choice rn
Haha. Didn’t know if any more info was gleaned
I use gimp or medibang on my note 9
Totally forgot about gimp
I personally highly recommend using Krita. I had my time of using GIMP in the past for a long time and now I would never go back
Krita is the peak free one
I often use it for work as it does some stuff better than PS and the rest
I'm going to bed. Not sure what 'circles' stand for, may be that's a way to blend states in. Other than that it seems there are only 3 states in freeroam
i use 3:
- Krita
- GIMP
- Affinity Photo
i don't like using 3, it's just that none of them have all of the stuff i need
Affinity photo doesn’t seem to be good/intuitive for textures
i do all my work in Photoshop and that works fine
yeah, i'm sure it's better. just can't justify the cost
it's my least favorite of the 3, unfortunately
then just wait a bit, i am preparing smth
your own Photoshop? that'd be cool 😛
XD
ooh how do you replace textures?
sorry to jump in, just looking for anyone that knows how
Someone help this poor sould. Dude's been asking around for quite some time
I'm not a dude btw lol but yes, pls help me! anybody! in return, I give free advice
who
Ctrl+Z.
Sleeping
Wdym who?
I got a ghost ping a minute ago
oh, no that was me
I just deleted it to put it all in one message
rather than 3 separate messages
Using OV? Or you mean the actual art part?
just the act of taking the texture and then being able to import a new one back in
I dont need to know about the kind of softwares
I would most likely use blender and bake
I'm writting some steps, wait a sec 😉
There's already a pretty good tutoriakl in videos channel
Oh. Yea I’d suggest looking in here for general steps https://discord.com/channels/1028444667789967381/1108266959763685458
In a nutshell:
- Open the game and go to the place where you see the texture you want to replace
- Open the remix menu (Alt+X), go to Enhancements tab and disable the top toggle
- Hit the new button that shows up: "Capture scene in USD"
- This will generage a whole lotta of
.usdfiles in yourrtx-remix/capturesfolder. - Open Nvidia Omniverse Launcher and launch "USD Composer"
- Use it to open the
capture-datetime-of-your-capture.usdfile. If your capture usd file is tiny like 1kb, wait a bit, the runtime is still processing stuff. - On the top left corner of your 3D view, Open the light bulb menu and enable Camera Light
- Open the Camera menu and chose "Perspective"
- On the right, open the "Layer" tab, there are three buttons at the bottom, click the green + one to add a new layer, save it next to your
rtx-remix/gameReadyAssets/mods/mod.usdaas ausdafile (Don't transfer the contents in the dialog). In this layer will be your replacement mods. - Right click your new layer > Set Authoring Layer, so your changes will be added to this layer's usda file.
- Use the mouse right click + WASD to navigate around and select your texture object
- On the right there is the "Property" tab, with the white sphere material icon, click it. From there you can select new .dds texture paths for diffuse, roughness, metallic and friends.dds...
- Once you're done editing your material, hit the blue save button on your authoring layer.
- Now again in USD Composer, File > Open > your
mod.usdafile. - On the three buttons, now hit the first to insert a sublayer, insert your newly created usda file and save
mod.usda - Enjoy the replacements
Make sure to check the pinned messages in the #1096847508002590760 too
Arrange your mods folder as you wish, just make sure there is a mod.usda file which references every other usda file
@jade briar now I see that calculator video about replacements in remix fits wonderfully
“It’ll be easier in the tool kit”(tm)
yep
So I just pushed a new commit adding a docs/ directory with that cheat sheet README for git I was talking about, think it is ready for review, but if you guys have suggestions on what else to add before, feel free to point out on the PR:
https://github.com/Ekozmaster/NFSU2-RTX-Remix/pull/80
Here the README.md can be viewed in the neat formatted markdown way we all love:
https://github.com/Ekozmaster/NFSU2-RTX-Remix/tree/install-instructions-update/docs
So what happened to the sky stuff. I was so busy with prelude that I completely missed the chat.
It work, here’s the mats #1103377328530276403 message
Where new texture
Uh
We we're talking about it for a little bit
Thought were going to go with creating our own HDRI with blender and truesky addon
The UVs for the sky mesh are, you guess it...
Fucked?
how bad could they be?
I'd rather we just replace the sky mesh with a normal UV sphere, so we can use normal 360 images.
They repeat the texture twice from horizon to top/zenith and around too
Texture tiles twice horizontally. Kinda saw it coming.
There is a seam looking 45 degrees upwards, you basically need the textures to be seamless vertically
Classic Blackbox
Mark fix 
could replace the sky with a black texture so it really lives up to the name
A full mesh replacement it is 👍
i need to replace the sun in Barnyard. annoyingly it's not captured at all. if you could, could you detail at some point what you're doing to replace the skybox? if it's just the normal process, then don't worry about it
The first time I saw the skybox mesh, I made up my mind
I didn't even bother checking uvs
I kinda wanna see what they game would look like with a texel or uv map mode
What the heck is this thing?
Yeah, just regular process for materials. The thing is the materials change hashes depending on time of day, weather, location, etc.
#1103377328530276403 message
God I want to be able to add comments/descriptions in usda's so bad so we know what things are besides making the name extremely long
i think you can

That would be nice, but the first time someone saves the file in OV the comments go through the window
Ugh
colorSpace = "auto"
customData = {
asset default = @@
}
displayGroup = "Specular"
displayName = "Roughness Map"
hidden = false
)```
you can add comments in the displayGroup and displayName sections here
and additionally in other places. i just have to look up how
Here's something to cheer us up: http://markcastle.com/wp-content/uploads/2017/12/UVMap.png
A really big UV map to peep the horror with
Do they presist through saves?
yeah
unless you're using my MagicUSDA script, since it just makes a new stage every time
stage.SetMetadata('comment', 'Step 1: Start and end time codes')
this seems like it may work too (this is a line for a python script)
You can generate one of these in blender
It goes away if you save it in OV
sad
as far as i know, the customdata thing persists
but you can only specify that per shader
Mark. Where's the toolkit.
Soon in vavle time.
just ignore everything i said. customData can be custom, but i don't think you can modify the other ones
try putting a comment in the customData section @tawny elk
that should persist, as it's within the valid structure of a usda file
customData = {
# commenting is fun
asset default = @@
}
)```
But prelude released lesss than a year after portal
Making dinner right now
spaghetti
Close its chicken sausage pasta with bell peppers and a tomato sauce.
yum
Done 😋
Do you think if we begged nvidia hard enough they'd give us early access?
We can all send them a Barbenheimer card
A pink leather jacked
so
did any of you try the prelude files on this game?
they improved the denoiser drastically. wondering how it'll look
I've got an older 3060, can't enjoy much of it afaik
it'll help any card
less ghosting
also performance was supposedly improved as well, but i wasn't able to test that
Didn't even know it dropped I'm checking it out now
is it ahead of the repo or something? @ember cobalt
You can actually use 'Add' function of OV to add any custom property to any file, just like we did with custom int preserveOriginalDrawCall = 1. As for comment section you might want to add custom string field called 'Comment' and use it to fill in any random info you'd like. I did so with my lights and textures .usda for credentials. But in the end I just used Comment section of .usda file which was always there. and it won't get deleted because it follows OV's structure
Lets nocull the whole city.
You go away, and your framerates goes too
WHY?
If only 
Good morning y'all
yes, it has improvements over the current open source release
improved denoiser and performance afaik
DLSS3.0 is also back, which I can only assume will never be in the open source release.
How do I disable rtxio?
you can't
it only works when implemented though, like in Prelude. afaik you can't do that in any other games
The problem with need for speed is that, remix just randomly stop responding. I can hear the game audio working normally in the background. The problem also exists in prelude. I found out that it freezes when trying to load assets in fullscreen mode.
The game runs really smooth thos, and the image quality is pretty good.
Happens to me when not enough VRAM happens, mostly after changing texture live in OV
24 gigs
I dont think its a Vram problem. Maybe a cpu usage problem? It seems to me that remix uses more cpu power than before
i saw a lot of stuttering and performance issues with the new build in Prelude
i'm convinced it's RTXIO based on the way it behaves
but if it's happening outside of Prelude, then maybe not
Hi, I might have a shitty question that was already answered some time ago, but I've been struggeling to get some lights into URL and drifts. in WIP 4 I saw it should be fixed, but even after installing newest version (I installed the game not even week ago) its still dark. Any idea?
It doesn't look like you have anything modded at all, just remix
Well I downloaded the files from github, if you think that
But I can try to do it again, I might have forgotten it
Chech the last pin, it has all you need
For?
Lighting
Sorry I'm at a cabin touching some grass for the rest of the week.
They always tell me to touch grass
But i ask them
Where?:
The tip
Tip: Use gray bg. Pure white adds "bias" to the look & feel of the colors
True
Night mode
||Yes I know the text is hard to read, next one will have white text||
Yeah
I noticed that yesterday
Asphalt has low specularity
Too bad we can't adjust that
Low reflectance as well.
It all circles back to having good shaders
It's like .1 or less
Did I stutter?
Specularity and reflectance are different?
How
Specularity is how it handles reflections no?
Roughness. Is.... Roughness
And spec is the amount of light the surface reflects back regardless of how smooth it is
I guess? I mean reflectance is how a material absorbs the EM spectrum.
Idk what em means, but I do know what I'm talking about
I'm talking in physical properties, not really orientated towards PBR limitations.

Well they end up becoming PBR orientated but not in a more round about way. 
Anyway, asphalt is very dark 
We could always just model the rough surface of asphalt 
That'd be a bit. Sub optimal.
Path tracing really isn't for games with fast movement
Could be worse. Could be a fast paced FPS
Huh
well, I think we've done too many things for that conclusion, and that's why it's a late conclusion, it's better to finish things before the end than to abandon something halfway through because of something like that.
I don't see that as a down factor, not at all. PT being good or not, the visuals and the experience of being able to replay this classic game with nowadays graphics is a feeling impossible to describe
When using the less soaked E-man texures, the game looks a lot better since the denoiser isn't going wild
I said that because the shit ton of noise there is with every frame. Things move so guick that the denoiser isn't able to accumulate anything, and is basically denoising every frame.from scratch.
it's just free motionblur /s
tbf Quake RTX is a really fast paced game, i'm sure it'll improve a lot, NV is hard at work to ensure that
I'm not talking about just fast pased
I'm mainly talking about fast movement
The camera moving at 200mph really causes the scene th be noisy
Wonder if making the road less reflective would help
Image still die regardless of reflections, light sources etc.
Just try to drive with bumper/hood camera, remix doesn't like that at all. (Cyberpunk too btw)
The only way to improve image stability (besides more rays, more pixels, more fps) woud be new denoiser like Neural Radiance Cache, wich doing some magic, but only remix devs know when it releases.
Hello! I installed everything according in this video (https://www.youtube.com/watch?v=U32QaB23Mws&ab_channel=HellRaven) but when my games starts it crashes.It opens for like a second and then just crashes.Can someone help me?
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...
Hm. Maybe we should ask the prelude devs how they approached lighting a scene.
Or do a frame capture and load it up in OV ourselves 👀
From what I saw in game, it was a ton of emissive surfaces rather than light surfaces. But I could be wrong
Thought: if we turn on white materials is the image still noisy?
That would point towards the materials in the scene needing work in order to get rid of the noise.
I also have this when i start the game
I hope it is. I haven't watched it
is there another tutorial i can follow?
#1103377328530276403 messagetry this
ok,thank you
Is it normal to crash when i turn vsync off?
You shouldn't mess with that
well,it opened but the game is so slow
Yea it do be like that.
should i change smth from the Alt X menu?
What card are you using? I have the settings set to high. You can change that for better performance
RTX3070
PRess alt x and click on graphics settings menu at the top
Just use mouse
ok
btw,yhe vsync option turns automatically on
even if the tutorial says to turn it off
@ember river any thoughts on this?
@jade briar as well
Never tested it. Isn't there a debug view specifically for denoising?
No it just shows the plain white material. I’m trying to figure out if out if there’s some material property that is causing all the noise that we see compared to prelude.
That is one of the ways of all time to figure out where the noise is coming from
Do you think it's a good idea to try?
Yeah.
@tawny elk The light is so intense that You can't see a thing in white material mode.
Okay nvm. It's the overbright issue. I'm using prelude files.
How did we fix this?
It was a specific cursed light source that I removed
looks like the sun got angry
So what's the status on the repo? Have adam's reworked lights been merged yet?
I haven't updated in a while
Nope, rn it is fine
No overbright anymore
I'll just update. I don't think you got my question.
The amount of W / sqr meters seems to be enough for terraformation, I guess
No adam's work has been merged in a while, there isn't any overbright in the current repo state either
right
Is readme changes in main yet?

If that's mine, it's cause I'm under the impression that it's just road textures and I didn't want them to conflict with e-mans 
Okay. Github geniuses. How do I update my files. To latest commit. Through github desktop.
You pull the main branch
Discard all your changes if you have any
Ah
There are a few things in uncle_burrito.usda file that weren't migrated yet
I'm judging by looking att the usda file, many of the stuff are referencing the captures folder, honestlye idk what is and what isn't important to keep
There's 5 non capture materials by my count
I think those are the player car, and a few traffic cars I gave reflective shader before whoever it is who made the pbr maps for them
How do I see the download progress?
You don't afaik :^)
The hidden progress bar 
Github try to download 5mb challenge (hard)
I wish there was like a way for everyone to have their own repo of assets, and then we just sync them together in this one.
The syncing when changing branches also takes a bit :/
This is taking too long. IS it even doing anything?
I'm pretty sure you guys didn't install the LFS extension. The .dds and .usd files are setup to be uploaded as large binary files in a much faster way
I did 😦 it just goes really slow for some reason
Feel like pulling my hair out. While this thing tries to pull main.
You must download, install and run the command
Think I have it
weird. On my machine it downloads pretty quickly, like downloading it raw from GDrive or something
lyonhrt#0
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Are you using the github client?
Cause it was miserabbly slow for me for whatever reason as well
Not yet, I'm still using the command line
Gitkraken ended up being way faster to use
basically all of them are archived channels from before your time here
Ah.
Fair
Also the server icon
Kinda mid
It's like. The hello world of path tracing.
until there's an official logo to use, we're pretty much just keeping it
although it is an easy way or you could explain to me how to replace meshes
"Easy way"
Good luck
Easiest way is to wait till there's a better way
Thanks xD
Start here, reading carefully without skipping any steps. But keep in mind, it is a very manual, full of trial and error process:
#1096847508002590760 message
Screw it. I'll just let it dl overnight.
i just updated remix and for some reason now the game doesn't die when i speed up in free roam did they change something?
wait
They change a lot every day.
How do I
i guess my version was too old
halp
Oh boy
Just select Use the modified file from origin/main I believe and that'll overwrite what you have.
Is the git desktop clean, showing no files changed?
did you copy the rtx-remix-defaults/rtx.conf to your folder?
My eyes
I can do that
The damn light
It only appears when I disable denoise
@tawny elk
Is this supposed to look like this?
I can't tell from the pics if you got the latest stuff, but yeah mine looks like this rn
EAWorld is reworking the garages lights on his branch
hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
I can't remember where I put mine. I think I archived them.
Probably not. I've only had time to rework the roadways and the hotel plaza area
Even dlss fg can't keep up here.
Switch the quality settings to ultra. Fixes FPS problems for whatever reason
For dlss?
I'm looking at this pic and the asphalt seems a bit weird
Where are the road textures located?
gameReadyAssets\02_materials\03_global\01_roads (020301)
lots of blacks here
@ember river There's a lot of blacks in the rough here. That'
That's undesireable
I'll tell you why
Lemme find the messages
0 roughness makes it use the super sharp reflections PT
I was thinking about this while reading about PBR today
@ember river
That is pretty cool to know
From adobe's PBR book
I'm not sure if they're perfect black tones but I can bump them up a tiny bit just to avoid the threshold
Here's the PDF. It's a really good read: https://academy-api-adobe.substance3d.com/courses/b6377358ad36c444f45e2deaa0626e65/attachments/2b57526e-4bf3-4fd6-ae88-e9a9313a35cc
Also. Technically speaking. Rough maps don't usually have such high contrast noise in them. I make try to come up with a better rough map later.
Don't mind me. I'm just getting back into modding.
I have the editable files and a complex chainner setup to recreate them all in a single run
Are brighter headlights not merged yet?
I was following a bit of feedback on the threads about the asphalt looking like someone else's, so I made them almost pitch black. If you guys would like to change I can open a new branch to work on it
Yes please
ask no more. I'm tired of mesh replacements screwing up each step I make 
I'm gonna see if I can recreate it in substance designer 
I touched asphalt the other day. It's pretty dark irl
Very dark
mmmm dlss 3
Okay, so apparantly dlss 3 is broken.
Anyways.
If you'd like, I can run the files through substance sampler to generate the maps and such
Lemme just see this beauty doing its work one more time 🥲
@ember river E ai quase pronto
@tawny elk is your Roadway light rework branch ready to merge, should we make a release from that then @jade briar ?
If it comes to be approved
It was ready yea. That's why I made the PR 
Uhh. I hadn't been keeping up the past month. I'll look around tomorrow and find more things that might need tweaking. Like the roads.
Right, I'm working on the roads and next I'll be reviewing and merging the lights branch
I'd also like two more things replaced. The skybox, and the metal railing on the highway. This way, most of the main highway could be called done.
A little verticle slice, if you will.
The guard rail?
A galvanized steel one 
Galavenized
Something like this
I'm reworking the common walls around the roadways with new meshes, one of the things I'm planning to replace is the guard rails
Thoughts?
👍
I like it. Gives a bit of that washed out asphalt vibes from LA
Aight, i'll be out for a while, probably might come back tomorrow. I uploaded new roads for you guys to test and give some feedbacks at the asphalt-adjustments branch:
https://github.com/Ekozmaster/NFSU2-RTX-Remix/tree/asphalt-adjustments
intersections and pedestrian crossings weren't touched
What am I looking at?
The asphalt
the license plate light is somehow abnormal, on my car it illuminates the asphalt))
Show
Asphalt looks good now
A Mercosul license plate on a vw golf, a true mark of a Brazilian car
Oh actually nevermind, it just looks quite a bit like Mercosul plates, taking a closer look it seems to be an European pattern, I guess 🤔

Kim has actually put together a little program that automates some of the process and correctly converts files
🤨

Yup, I found and wrote the original fix to the vertices in the meshes, Kim implemented some more functionality on it and the script ended up being a quite handy tool until the so awaited toolkit comes out 🤔

Oh okay, so why didn't you mention it? Haha
I thought the threads were leading to it. Haven't checked them lately
Them aftermarkets 👀
I can tweak the plate lights to be more aftermarket looking if y’all like
I know the look very well 
did) just keep in mind that in 2004 there was no diode backlighting of the number))
Yea that’s why I went with the more warm color.
bulb left 2023 right 2004)
We're all over the place with the "era of lighting"
I think we should go with whale oil candles
send a screenshot of the car (from the game) with the number above the bumper
Finally we can really see what the path tracer can really denoise.
I honestly don’t think it had any plate lights.
one way or another, from the backlight of the number, the light should fall on the bumper
Why does the neon sign reflect when I look at the car from behind.
but it doesn't reflect when I look at it from the front?
Just wait until Adam removes the virus from the anti culling patch
it's not plausible
You don't have the patch applied?
Ya'll be missin out
Do you have UAC cranked to max?
Defender deletes it. And when I allow it through there, windows.tells.me to stop when I try opening it.
My windows thinks it is supposed to run as administrator, I run and the thing simply doesn't loads lights in the game
Ugh
Anti cull patch works flawlessly
I didnt try the one adam sent me via dm though
Yea try that one
(virus)
I should post that file somewhere inconspicuous 👀
We're all using powerful rtx cards here. Im pretty sure adam is into cripto social engineering virus stuff
I ain't got time for that

Also. The sine wave walls look a little scraggly
That's how I can describe it
Idk why
UV's prob be fucked
for a second, i was wondering how you got the glass looking so good, lol
I might've gotten a little bit lazy with them, iirc
Huh
If you're good you get more 
What if I say please
I don't see any wet asphalt in this
The garage was damp
All part of my 8 year plan to use these refences
I wonder why they all have this "W" crosscut shape
the guard rails?
No it's shape deflects vehicles
Fascinating
I don't particular know the physics of how, but it's probably similar to a jersey barrier.
I see
Just a thought: Would it be worthwhile to mark certain meshes or textures as “Hold Off” for mesh replacements rather than trying to retexture them?
How would this mark be done?
Dunno. Bunch of screen shots and a map?
Hm... I've been thinking on a CI/CD pipeline to ensure replacements won't be repeated GitHub and unused assets that could be discarded, among many other checks, all done programatically per commit per PR
You who live in the first world, what color should this light be? (I'm going to change the intensity)
@tawny elk is the guy
wut, no. He is the one doing lights in U2 lately
Asphalt adjustments PR awaiting approval
https://github.com/Ekozmaster/NFSU2-RTX-Remix/pull/85
Check the pinned messages
thx
E man how do u did mesh replacement? What shoud u do for that? When i put mesh under ingame asset mesh game doesn't loads in mesh
Did you follow the steps from the threads and used Kim's scripts to fix the meshes in the USD? It is a complicated process rn
Nope, thanks for pointing out.
You should own a copy of the 1.2 patch version at least
Here you start:
#1096847508002590760 message
Could be done with GitHub projects 👀
Use the 0.2.0 release instead:
https://github.com/Ekozmaster/NFSU2-RTX-Remix/releases/tag/v0.2.0-alpha
Prob a nice HPS orange, LPS green, or pure white.
It is not the same. Those would be scripted pipelines that run performing several tests to check if nothing was broken and all that stuff I've metioned
You're supposed to do whatever you're up to, nobody is gonna stop you, as long as you don't encourage, share or even mention any kind of piracy. Think on the flip side: Many ppl in this server work on the software industry making software for a living, some at Nvidia itself, it only makes sense that the guidelines explicitly forbids such things, not to mention morally speaking.
Just follow the server guidelines and we should all be friends 😉
I have purchased portal prelude , what files do i need to replace in need for speed to get dlss 3? i replaced the trix folder and the game doesn't work. @ember cobalt
Bought?
purchased bad translation sory
just copy .trex and d3d9.dll
Oh all g
Just worried u got scammed or smtg
nice, now works but activating fg crashes the game
waiting for @jade briar
np
because you using china lights^^
Missing texture. Your rtx-remix/mods folder has to be around 2 Gb size if you installed things succesfully
Check Releases on our repo
where is repo?
thx
oh that should work cuz its much bigger thx
if some one else have the same problem mine was called rtx remix master and the right one is called rtx remix alpha
Same
I don't know why, but I'm reminded of a Ricky Gervais joke.
What are you looking for to be changed?
I'm looking for no culling to be present
Ugh the game must do something different there
Try changing your camera to the far one.
I won’t be able to do much till like 7pm EST. Got a fun filled day scheduled.
anyone willing to help here? https://discord.com/channels/1028444667789967381/1106867078926962759
Can't really remember anyone having such an issue 🤔
Might push my hotelplaza work into emans repo and start worn in another.
Heyo
Anyone need some reference photos? I’m in Indianapolis walking around 👀
Is it raining?
Well, well...
- to begin, if you're a blender user, you're gonna need to use the blender from OV launcher. This one has a very important option that regular blender doesn't: triangulate meshes on export, with some other options
- Make your model as you wish and define the materials nodes and stuff as you want, just keep in mind that for now the only useful part exported from blender is the mesh. Materials can be discarded as you will setup materials in OV later
- Once exported the mesh as USD, you need to use Kim's scripts to fix that little issue with interpolation and stuff
- And then you open the mesh in OV, select the mesh -> Create -> Material -> Add MDL File -> Select
02_materials/AperturePBR_Opacity.mdland assign the textures (diffuse, rough, normal, etc.) - If you want, you can rearrange the material inside the mesh prim and delete the
Looksprim it creates to simplify it, doesn't really matter as long as it gets assigned to the mesh - Save it
- Now you open a capture, add and set your usda file as a authoring layer, find the mesh_HASH you want to replace (not instances, just like for materials replacements), delete the original
meshprim, right click themesh_HASHprim -> Add -> Reference -> Select the mesh.usd - Save the mod layer
- Enjoy
fuk, missclicked enter before the time
Anything in particular?
Right I edited the message now @jade briar
I haven't been using Kim scripts honestly, out of lazyness, since I had my own running on windows context menu (right click menu), but might be easy to setup, I think you can run it inside OV
That is interesting, if the modifier still allows you to manipulate the mesh as quads to preserve a good modelling topology (Ex: for loop cuts/select and such) then it might be very useful
I never noticed this modifier over there. I knew about triangulating in edit mode and at exporting time
Important: If you use the OV blender, use this settings to export the mesh. Mainly:
- don't convert to centimeters
- Leave the materials prim name empty in Stage section (Not necessary, just to not create a
Materialsscope prim when exporting) - Export only the mesh in Export Type section
- Mark triangulate meshes in Geometry
- Unmark anything in Materials section
Everything else leave as is
if you meant mine, i don't think it can run in OV due to using command line arguments. i can probably make a separate version to run in OV though
I was planning on doing that, but got sidetracked with many other things to do in the game and didn't take the time to do that. If you feel like it, would be awesome to have such an option
Hey @tawny elk , are you using a different tone mapping setting than the one from defaults/rtx.conf? I feel the roadway lights a bit too dim in your PR
Why is this hdr sooo noisy
Not as many stars, since big cities with lots of lights obfuscate a lot of sky light at night
looks great
There is an AI to generate free HDR maps out of text prompts, iirc you can upload your stuff for it to work with
Although the quality isn't always great
https://skybox.blockadelabs.com/
You gotta disable global tone mapping man, it’s crushing the blacks
The best one I found so far to generate somewhat decent images is DALLE, from OpenAI, but there is a paywall
https://labs.openai.com/
You want me to try using that trusky add on for blender and we can make our own
I have like 2000 free generations for beta testing this
Yeah, about that, I remember u asked about changing to local again, but I got sidetracked on the threads. Can you send the settings again?
Just change it from global to local and you’re good

fuck
Just
Click on it
Here
I tried making something in truesky
Not very good
For those wondering about the sky, it's a fully procedural shader I've been working on intermittently for the past few weeks. Really pleased with the look of it so far!
💖 395
for the many variations of sky color, although I'm not sure how the materials work in skybox, I noticed a hard cut instead of a fade out/in on my replacement texture when I was testing. Maybe we'd need to stick with one fixed skybox for a while

We can replace it game-side, if we really need to do that
wait
nvm
Normal hdris won't wrap around whatever the hell the original devs tried using
So @tawny elk. One of the big things about underground 2 was the crowd gathered around the cars when the race starts and ends. Fixed function mode gets rid of that. Anyway to trick the game into putting them back in?
wut, why do they go away?
Fixed function
Yeah like, it is still possible to make skeletal animations with fixed function 🤔
Is it something remix related?
I know, I think it was a performance saving measure, since ff gpus weren't that powerful compared to newer hardware.
And the game had like 20 npcs in the scene at a time
Hmm I see. I heard something about mesh skinning characters being fixed by mark on portal too
Was the NPCs disabled or something?
Yeah that was done for prelude.
So it is included in the set of features we're waiting to become public in the repos?
Yes. I remember, when I was little, I didn't knew, but the gpu in my computer only had ff support, so I always wondered why I didn't see any npcs in my game while my friend's computer had them.
Now I know
Yeah, although becoming more interesting, games also lose a bit of their magic the more you know about them
@jade briar since you were the most hyped with lights, can you review adam's lights on the roadways?
https://github.com/Ekozmaster/NFSU2-RTX-Remix/pull/84
It is the RoadwayLightRework branch
For me it is approved
Oh wait, there is a missing comma in mod.usda that I had to fix
Approved
wut



