#NFSU2 (Need For Speed Underground 2)
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Performance is already 50 frames with dlss3 on a 4090. Idk bro
Too much
CPU Bottleneck?
No clue. Haven't looked into it yet
Btw enabling fg costs about 10 fps
Most likely. Mark warned me about disabling culling completely for COD2, stating that when they were doing things with Portal and said it caused way too much perf issues to make it to release
i wonder one thing
@ember river lemme send you the exr to mess with 
Jackson heights is another good point to test skyboxes
I think it needs some nice glow around the horizon
very little city noise
Hm I don't know how I feel about the pure overcast one
I'm getting eppy. Hope ya'll make some progress while I nap 
Here’s a night sky for reference of what I’m looking to get.
bro lives in jackson heights
Closer to fort union or coal harbor imo
@tawny elk did you ever message nlg about making an asi
Nope
@tawny elk You should definitely test skyboxes on JacksonHeights because it is the most pitch black place of all
Music through Spotify?
This skybox texture is really really good. Think I just found a method to paint features in the image without losing its high dynamic range. I'll try a few things to make it less cloudy, maybe add some sparse distant stars
If ya need me to modify/preveiw it using an hdr screen just lemme know and I can do it for ya
If we need less cloudy I have some that are more partly cloudy than overcast
I like the "3D shapes" of this one quite a bit. The clouds sort of embrace the view surrounding the camera
Have we achieved anything but 8-bit maps in remix?
only format I could make work is BC6U. Any other the game just crashes
Which is yet 8-bit
Yeah, by the description it seems to be doing something very confusing though
https://learn.microsoft.com/en-us/windows/win32/direct3d11/bc6h-format
Ah nevermind. Guess that's our best bet
I looked at the night sky closely last night, if we decrease the contrast and increase the brightness around the horizon it’d be a good overcast night sky for an urban area.
Not that I know of. I don’t think there’s support for higher range than that. We’d need to ask the Nvidia folks for guidance on how to make this truly an HDR sky texture.
I asked chatgpt 4 for a summary and, also reading a bit of the documentation @balmy chasm sent, I'm convinced it is a shot in the right direction
ChatGPT is not trust worthy anymore 🥲
Mark pls help give more dynamic range. 
ChatGPT is awesome for a leg up, but you still need to be educated on your guesses and what can and can't be trusted
How can that sky be added to the game?
Replace the original skybox with a mesh replacement. Do not let Remix create a skybox. So don’t mark the textures as such.
I don’t know the exact setup of the texture in OV though
I kinda wanna see if I can tweak this one into something more night like and compare it to the overcast one. Something about it being completely cloudy is just messing with me 
i don,t know to do it
I can't find the original file of the sky to be able to replace it
It’s complicated, I don’t know how to do either.
Very carefully
A tutorial on how to do it would be nice for those of us who don't know how to do it
Better to wait for the actual tooling rather than relying on us for tutorials
Everything is very complicated to do at the moment.
ok I need opinions on headlights. Should I make emissives for them assuming just normal running lights, and leaving brights/hi-beams off (where applicable)? Or should I just light up everything that can be lit?
For headlights I’d go with almost a DRL level of brightness from the low beams and running.
For the side markers I was conflicted with a direction.
Wait
This is a perfect use for the GitHub project!
At least to document what was decided
I have a point on their textures. With some careful replacements, we can make some pretty cool looking head and taillights by analysing the translucent material for the lenses and proper emissives for the lit area.
The correct normal map can bend the light rays to produce those refraction details, like we see in Portal Prelude RTX
#1103377328530276403 message
up to now I've been going with the assumption that we're running regular night time low-beams. That sometimes gets sometimes tricky trying to figure out which bulbs are meant to be for hi-beams, etc. So it would be easier to just light up everything, but I'm fine with doing whatever the consensus is.
Outermost light source is low beam
that's good to know
High beam is almost always towards the center.
Parking light typically goes on the outermost edge of the housing or inside of the low beam.
not all of the headlights in the game are very realistic though. Many of them are far from it, in fact
it's just as tricky trying to figure out what tail lights are brakes in most cases
Mostly I've been winging it and trying to just make something that looks good but I'm definitely open to feedback and suggestions for them
Speaking gameplay-wise about headlights, I think would be best if we aim for hi-beams, to light up darker areas of the map while driving. Rn we have unlit portions that we could benefit from having hi-beams to drive around. Even after lighting up all the city, having the hi-beams to light the road ahead would be a nice "thing" for players to play with, and get mesmerized on rtx stuff
agreed - and in the game it's not like we have to worry about actually blinding oncoming drivers
but that's why I wanted to spur a bit of this discussion
Headlights are already killing garage lights 🥲
it'd be nice if we could figure out how to turn them off in garages
for someone reaching 200mph on a dense populated roadway, blinding headlights would be a complement
I'll wait for a few more people to weight in. I'd particularly like to get @jade briar's opinion on the matter
I don't quite get what you're talking about
EXACTLY
I hate when people worry about what's realistic, instead of what looks good in a particular place
I'd go for led high beams that flashbang every driver infront of me
So that I can see
Make the lights in the garages brighter ez
That’s why they were quite bright in my setup.
-_-
Realistic is not always equal to good looking
-Master Oogway
You can look up pictures of them and parts diagrams for the cars and see which one is used for what.
I can touch them up for ya now that they’re in the main branch, no biggie, it’s ez for me to wrap my head around. 
You're not serious, right?
Why wouldn’t I be? Is there a concern with bumping up the lighting in those spaces?
Well, to make it lit balanced somehow, to avoid supernova lights
Are we talking to prevent the head lights from over lighting the scene when pointed at the wall in the garage?
ReSTIR overbright bugfix, part 2
Hm, no, no I guess. There are few lobbies with such an issues, but it is less noticable. Less noticable than a beam of light projected onto floor in front of the car, which effectively kills custom reflections on car's body parts
That would be an effort better spent imho
Nah we squashed that. Never to happen again 
Agreed. I can look into seeing if there’s an existing mesh that would make this happen.
Also, maybe the guy working on the world editor knows something we dont that could implement a logic on the game that we could use in remix side, idk
Or lets just replace the turntable mesh with an invisible (backside culled) cover in front of the source lights 
There's a lot of headlights that look something like this in the game. Multiple lights, with the assumption that some of them are reserved for hi-beams. Up to now I've been leaving at least one of them off when making emissive maps for them, but I'm asking whether to just light them all up.
the difference looking something like these examples
So it is basically up to which ones are used for external light source placement
not necessarily. I don't think we're going to be able to map real light sources for every bulb on every light setup
I think we're making generic light sources for each car. But when you look at the headlights head-on the emissives will sell where that light is "coming from"
Well, here's another solution. Use doublesided light setup instead of emissive .-.
I don't know what that means
When you place a second light facing the mesh in addition to the one facing outwards
I don't think we have the ability to create lights for all the different light meshes, unless adam's anti-culling patch fixed that
the reason we only have generic lights for each car is because we can't attach lights to the headlight mesh
so the lights are offset but attached to another body part that doesn't get changed or culled
that's why I've been making emissives for them all
But its all about just duplicating this generic light setup and flipping it from local pivot
but you'd have to make different light setups for every headlight mesh. And there's no way to tell it which mesh it's supposed to use when it's attached to a completely different part
different headlights for the same car have vastly different sizes and positions. You can't use the same light setup
We have somehow working headlights, right?
yes. They're generic beams coming from somewhere in the middle of the headlight mesh location, but they're attached to a different part of the car
What you see when you're looking at the car head-on isn't that light though, it's the emissive map for the headlights.
So you want to make emissives for each type of headlights?
emissives are so bad in motion. do they hold up in this game?
What about those tuned ones?
they look fine for these purposes as they're not designed to cast light on anything
what about them?
Have you touched this one?
not sure, I have a bunch I've done that I haven't merged in main yet. There's no emissive applied in that screenshot though
Well, double-sided light source can give a good result only if aligned propeply
I've been focusing on getting the rest of them done that were still missing emissive maps, but realized I should ask about whether I should portray them with hi-beams on or off so I don't have to go back and redo the new ones I'm making. That's what started this whole conversation
And we can't do that because we can't attach lights directly to the headlight meshes
Are currents headlights attached per car or for all cars at once?
there's a single usd that applies them to all cars but the light locations are per-car
That's some room for tweaking then, because headlight mesh location is consistent. Other than that I do agree with Burrito. To pick far lights as main ones
yes but the actual bulb locations goes all over the place for the different headlights on the same car
the mesh is in the same spot but the lights within that mesh aren't
Indeed
I haven’t checked if the headlight mesh still gets culled with my patch.
If it has prevented it from culling then we can place the light source close enough to the actual mesh to illuminate it
High beams will be vastly easier to model than low beams until we get IES shaping.
@safe patrol or @balmy chasm, if you can, make an issue on the project and assign it to me so I can start looking into a solution to this.
@tawny elk slowly adding a bit of sky to it. Thoughts anyone?
Well, yeah. Test it up on the hill. If you can avoid traffic cars in places there are no lights at all - you're good to go
Yeah, this point is very unlit and dark. I was heading to JH and decided to stop and take some shots
I believe sky dome is not bright enough, so make sure to record your try as well :D
These zones are the place you go for
That looks fucking great man!
Looks a stormy day rather than night 
I wish I could get you a CIE model of a cloudy night sky cause it’d show the relative/absolute brightness of the dome.
I mean play with the contrast on that bitch a bit and you'll be set
Interactive Perez Sky Distribution.
Kind of. I’ll try something here in a bit to describe what I mean
Woah what the balls is this
Oooooooooooh
Why don't you use just Unreal Engines sky set up and render out a HDRI from there?
That way you could customize it to look exactly how you want
Buoy, that would be nice. Although I have no idea how to use it. Rn I'm using a somewhat complicate layer setup in Krita to isolate the clouds and hand paint some features + some filters and stuff, this is how I'm getting that skybox u've sent somewhat less cloudy
What I work with for my actual job. It’s a model of the sky at any given time based on past weather conditions and such.
You can interpret the color scale as a brightness scale.
That's wild!
There’s lots of models for day, some would say too many, but there’s not many for at night.
Sure would be nice to have that cool sky stuff Forza Horizon 5 had
This can sort of translate to how moonlight works, but notice how even though the light source is in the southwest sky, the entire horizon is illuminated.
They did a bunch of HDRIs on location for the environment. I try to keep up with what they do art production wise since it’s usually the leading edge.
Yeah it's insanely cool stuff
||Though they still don’t have the PBR quality that Polyphony Digital has. ||
How they did like, 24/7 day capture HDRI's and like blend between them
It's proper funny at times because you can tell they had to compromise on the resolution
So at certain periods of time during the day you can see film grain and stuff in the sky XD
That’s why we don’t have easy access to night HDRIs. They’re quite hard to produce.
I think I’ll try this and see what I can make with it. 
Or maybe omniverses built in one 👀
Do we have a pic of the original skybox laying about?
Just so I can use it as reference?
Uh. Not really, there’s several. I posted the outside of some earlier.
Relevant paper on PBR skies
Oh no I just meant the NFSu2 one
As a reference point
Since I'm assuming you guys don't want it to look completely different?
Or does it change frequently?
An ea paper to help with an old ea game
Hmm, the original game doesn't really have a night one either heh
what format are you guys saving your HDRI's as? mine are making the denoiser go crazy
BC6H
and your using 32 bit input?
An EXR yes
well whats going on here then
Black Magic
Aight
I know how we're gonna do it
☁ cloud formation study - 300M voxels, viewport render time ~70 milliseconds per frame
💖 3242
Hm
it could be a demon or ghost inside my pc
for the material the dds goes inside diffuse and emissive mask map?
OV's isn't too bad
seems much like bitcrushing artifacts for condensing the image to a lower bitdepth and up again. Did you convert it to some other format like PNG/JPEG before opening again and save as BC6U?
Think I'm getting somewhere
Hot
download exr from hdri haven, drag straight into nvidia texture tool save with default settings except for format thats BC6U
Seems about right
it's aight i'll work it out. keep going mate looks sick
ty friend 
Try lighting up the edges of the clouds to show the density 
I have no idea how to produce this silverlining yet. Lemme see if I can rearrange the layers a bit
I think @surreal ruin was onto something though. I think we can just use UE5 to get a nice HDRI
Blender was holding us back in this case
My RAM is slowly dying from those 8k layers on krita
Good thing I just downloaded these big chungus to up my game
Yeah, this is some screen space thing that looks a lot like vertex painting/interpolation issue 🤔
Hmm yeah it is a screen space vertex painted bloom effect for the city center view in the background
How does the sky look in the urban areas?
Here are some pics. The city center fog occludes quite a bit
#1103377328530276403 message
I'm loving it out in jackson heights but I dunno about the urban area
Unreals clouds are incredibly fucking hard to get remotely good looking hahaha
Damn you tell me after I download it
Other than that, this totally works
I MEAN IT'S NOT LIKE YOU CAN'T
It's just a bit fiddly 😛
Yeaah! But the cool thing with unreal is that we can very easily decorate the skybox right
We want a city skyline with skylights and stuff on one side?
Smack in some assets and make that happen
You want a mountain in the direction of the heights?
Easy enough to do
Which UE verison did you try?
I'm in 5.2 atm
Just because that's what I had installed 😛
Put a test one together!
Give it a shot
Nothing fancy or anything, just to see viability
Unreals capture seems to be limited to 2 K though
Gotta figure that one out
I'm sure there's a way though, unreals is set up to capture on every frame
And doing that at 4K would be insane
So if you manually force it to capture via a script instead it should probably be fine
Will look into it if this produces even remotely decent results
Looks overall okay
However for some reason it's generating these funky AO looking lines around the cube edges
Might have to do with how it captures the volumetrics maybe
Oh good 😭
Gotta edit the source to bypass the capture size lol
NEVERMIND
There's a built in plugin specifically for this
inb4 it's capped as well
Eh it's great for me!
Seeing as I'm no programmer or nothin' haha
WELL
The damned thing can't write to any of my storage
So that's fucked LOL
So there's tall huge water tank near my place. I'm gonna end up sneaking on top of it and make a 360 photo
“The output directory’s drive doesn’t exists. Plese set SP.OutputDir with a valid path. Skipping renders…”
«Диск выходного каталога не существует. Пожалуйста, задайте для SP.OutputDir допустимый путь. Пропуск рендеринга…”
Чтобы рендеринг заработал, нужно удалить букву диска в пути. UE сохранит панорамные картинки у себя в папке:
"Буква диска":...
LOL
Of course there's some wacky russian dude who has solved this issue already
Turns out the solution is to just remove the drive letter from the damned string
It has successfully written the file!
Now to figure out WHERE to X)
Didn't set the node with the hilariously long name 
Well, my eyes are now getting so saturated from looking at this image for the last 3 hours that I can almost see the dreamworks guy pulling a fishing rod sitting on the moon while shrek rips off the first page of a fairy tale book for hygienic purposes.
I added that slight silverlining to add some depth to the clouds, and I'm now not capable of judging whether it looks good or not, so again I'll just drop some pics and a video for you guys (The black outline shadowing and some other artifacts I can hand-polish better)
Nah I think the outlining ended up looking like an HDR effect rather than the cloud edges 
I wonder if someone can @ blender guru on twitter X and ask him how these were made
I doubt they're made in blender. They're probably just actual HDRIs
Yeah I know that part
But how were those hdris made
It's not easy
I have a gopro hero 11 but idk much about photography, not even if it is good for creating HDR maps or not
No you need a DSLR
It looks NICE, but it's too much, just tone that down a bit
Wish I had a drone though, to make those sick shots
No
Those hdrs
Are only sky
No earth

Considering how high res the source ones are, it'll take you quite sometime to do so
Prueba descargando más RAM
Nice, almost half opacity now
Quick test of OV
With how easy it is to replace this, I'm starting to not want to invest all this time into it. 
Here the skyboxes if u guys wanna play with them. I gonna take a break now. Prolly gonna watch shrek
Giant Gingy on the skydome watching over us
Farquad
This is definitely not my area of expertise, but I think this is getting closer. It still looks like it has too much contract to me for night time though - I think if the lighter areas are darkened some it'd work better.
Oh boy, look what I've found on the basement
VLC?
U install it wrong, check pins, download it from release page
How does one have a random traffic cone in their basement?
I have one in the trunk of my car
‘Murica 🦅
I have no idea. It is a good cheap megafone, though
Morning y'all
Did we have any progress with the skybox?
As in getting the distant light source working with it ?
No just the HDR so we can merge the thing
Oh I feel what you got is good to merge. It worked fine in my game. It’s easy enough to change later so I’m not too worried about it being set in stone.
What should I tackle today 
crouds
Things in Issues
Does this fix the crowds? 
Would someone be kind and hit approve on this little boy? is for a frien
https://github.com/Ekozmaster/NFSU2-RTX-Remix/pull/87
Yeah, go ahead
Do they show up in geo hash?
Do their textures show up in the list?
Do they show up in game when you disable rtx through the dev settings?
Do it fart?
Nope, nothing captured. Just their shadows in remix. I didn’t check with RTX disabled cause I don’t have the dev optimized version
Maybe they are using some shaders
Possibly. There’s still plenty to explore
Nice soundtrack
||Majority of videos I post have some sort of relevant song as a nice Easter egg||
That's too much work
It keeps me motivated.
My motivation has been down the drain for the past month
Hm, try a simple blockout for a mesh replacement?
||Or give me the instructions to get Delta force working so I can debug that||
It doesn’t even run for me 😦
Don’t remember, probably need to start a thread for the game.
Would you like me to make a thread 👀
Wut u guys up to?
@ember river I'm really worried to start mesh replacements. Have you tested if we need to create LODs and if they even work. Also how to deal with culling. Adam's patch shows we need agressive culling for performance, but what's gonna happen if you go full blast in lobbies, for example?
Heyo, just woke up 5am, going back to bed lol
But yeah, I didn't make any performance test on using LODs, although I'm afraid LODs performance would be worse or at least negligible than just letting the models render in raytracing due to:
1 - constant insertion/removal of nodes in the BVH
2 - the game renders up to, like, 500 meters of free distant view before some object/wall in a curve occludes everything. You can spot a lot of popping using day mode.
They do work though, for many objects, since the runtime generates different mesh_HASH for each lod level.
Judging by how the whole game's geometry is relatively simple to raytrace in a given frame, my guess is performance issues might be somewhere else 🤔
Anyway, would be best to setup a testbed for all such things, as performance optimization should never be a guessing work.
I'm on a branch with more replacements now, I can make some crazy stuff to bring the GPU to its knees and generate some data. Might spend today working on it
Good nite 
You say we need to create LODs by hand and replace original game LODs with ours? Like 3-4 models per 1 object?
I saw we replace up to two lod levels with new geo. Further lods can remain untouched.
PS: I see the anticulling patch being an optional in the future due to such performance reasons, so think we might just assume some players won't play with it enabled, so to avoid culling issues, we might as well rely on the game meshes' original bounding box. If they aren't culled and we replace with a 10km away mesh, it will render 10km away.
For LODs, the most common LODed objects like the common walls I'm replacing in this branch uses up to 2 levels, one for up close and another for cursed far 50+ meters 🤔
love to see it ❤️
@jade briar need your new texturs if you have some, so i can work on lights again pls. I want to reconfigure every light to match your textures
Brother. A lot has happened since you were gone
ive saw some things. How many changed?
Basically. Delete you rtx-remix folder, and download the latest files from the GitHub repo using either git, or GitHub desktop.
You'll have all the latest stuff
After that work to match your lighting with what Adam has done
Only add lights where they're none.
Last thing we need is two lights from the same object
hm, ok :/
Some of your lights are still there, but a lot have been reworked by adam
In the mod-lights.usda
theyre yellow now i think XD
but ok, thanks for the info
I will see if i can be a help that way
so maybe i need an unmodded verion of he game now, right?
@ember river can you add me to the Repo?
HellRaven-Exp thats my Git Name
Heyo, can't find yah
Send me a link to your profile instead so I can find your username
Hmm I've got 404
If it is a new profile it is probably a matter of waiting a while so GitHub servers can index the profile url 🤔
i am on it
Pls no more lighting rework. I already got burnt out redoing the roadways a second time. 
i only wil add new lights. I wont change anything on existing ones
I think all of roadways have been added, it’s all the scenery and custom ones left. I’d highly suggest making a task / issue in the project for an area you want to work on.
ok, but for that i need to be added to the repo XD
Also I have my “bleeding edge” lights that aren’t in the main repo in mine if you wanna take a peek at those
what you mean with bleeding edge?
Haven’t been merged in yet, nor have a branch. I’d have to many branches in the main repo that it’d cause a mess imo.
ah ok
You can also use both repos at the same time with some clever linking and such if you really want.
well, i dont know what it is. My profile isnt private and it exist since 3 months
Ill just make a new one...
I'll be out of home and out of internet for the next two hours. Adam, can you give a lil help ma buoy?
https://github.com/HellRaven-Experience So this works. Seems like my other profile got banned (i got hacked on that one)
I’m out getting ice cream
So its daytime in your countys... Here it is 2am
8pm here
Okay back from ice cream. Whatcha need help with 
Oh add to project
I don't think I can add you to the main repo 
just create a fork?
then merge in the fork
It’d be such a mess of a branch with how long it takes to do one area.
Done 👍
An hour before my timezone. It was 21 for me already
I think you might be an ice cream addict 
Out of many things to get addicted, that is a nice one
You still will need to accept the invite
I have xD
Just came back from barbie. Masterpiece. Next comes openheimer
Welcome aboard
Saw that in 70mm 
I frequently find myself always wanting to try any seasonal flavor. 
An ice cream sommelier 👌
Certified foodie
@cloud crypt ping me if you need help with things. I'll be around tomorrow 👍
I had spumoni tonight. Haven't had it in years, have been craving it for months, and my favorite ice cream place happened to have it today. It was delicious.
It's impossible to find normally around here. None of the grocery stores stock it.
full named map if y'll need it
with the cut desert area included
Alpha/beta map?
yes iirc
how to install remix, I tried and nothing works, I threw rtx remix into the folder with the game, but either it starts without rtx remix, or it doesn't start at all
Did you follow the instructions on github?
yes
i have already tried for nfs under 2 and crash
I watched the tutor and there you need to download bridge and dxvk https://www.youtube.com/watch?v=U32QaB23Mws
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...
Wow, it seems like the lil sun I added to the skybox decided to partially work, but only on your game
Yeah I reset the default rtx conf and now its fine
This streets in the back are way too bright
So are the windows
That's either me running dimmer than default or you doing brighter
I think it looks good 
But it is actually brighter on his side than it should be
Gonna be a while, need the tooling to be done.
I'm using default file.
Oh it might've been marked as skybox textures. It can't have any skybox textures anymore
nuh uh
Maybe just the windows in the back could have their lights shut. Since it is night time and nobody would be welding at this time 
Beculiar
Maybe just dim down the emissive down?
WTF lol
Reinstall the repo time
are you on the third from latest remix build? conf stuff is broken on it
Lower Emissives to 1
I just updated using the downloader thingy that runestorm posted
just now?
yes
you used the bleeding edge one though, right?
Yes
I see it is more bleeding than edge
yes
I can zip up my local copy of the repo if you’d like and send it to ya @jade briar
Once I get back from lunch 
And how will it help me
Yeah I manually downloaded the latest dxvk
Works fine now
local
Global
Should I stick with global?
Well, global is too dark in-game
Career garage is a little overlit. Stick to other places
I never used global tonemapping
maybe the lights in the Garage should be turned down just a bit so local still can be used
just a suggestion
but great job from you @tawny elk . The reworked lights look way better than your 1. Version
local is better for us, it doesn't crushes the blacks as adam suggested. Indeed a lil tweak to garage lights would be necessary
Check out my video. Lights are balanced nevertheless
it is weird, the latest stuff from the repo doesn't look quite the same, even using default rtx.conf
I tried my best. I’ll have more lights done soon(tm)
Turn off bloom. Also you have car shader flat in our repo, so no reflections on car etc
But we need bloom
We also don't want the emmissives to look like someone's welding inside.
What. The fuck.
@ember river
NO ABRUPT BLACK SPOTS
I'm begging you
Yeah, I say you can get excessive brightness from that. I did check with Bloom on, nothing went too bright in my places
I was struggling to make it look decent as the game texture is mapped on a 1:8 ratio, so, 1024x8192 textures. I begun to be inventive 
I've seen how it looks in daymode and I'm so going to remake those in a next branch, can't look at it anymore
I'm starting to think that e-man has never seen a road in his life
haha XD
you should update the repo... The files in the repo are the old one, the same i had
i cant work with the old stuff...
nvm im stupid
but how do i ge the textures_
Use GitHub desktop or git to download
The repository has install instructions in the first page, only they're for command line users.
The main idea is to clone the repository into your game installation folder so the README.md file will be next to the SPEED2.exe
Next you must change (checkout) to the main branch using either git through command line as instructed, or finding the equivalent options through git desktop/GUI
How to make an install extreme complicated
It is a tool intended for developers. It allows us to work with hundreds of developers simultaneously sharing stuff without having to manually copy and paste files by hand all around through discord/e-mail/whatever, and also allows us to go back and forth in time at any point, compare and review changes, approve/deny someone else's changes, make semantically versioned releases based on a point in time and much more.
It is complicated to get through the first steps, but once you integrate into your workflow, it becomes an extremely powerful tool to manage the codebase, specially as the project grows larger to the hundreds, thousands or tens of thousands of files. It is the industry standard for software development, a must have tool for sure.
I made a small cheat sheet page with the most used git commands in the docs directory, if you access it via GitHub page, it should give you some leg up to climb the first barriers
It's only for Devs. End users will install releases
Oh yeah, forgot to mention that. For end users, that is where the semantically versioned builds comes in. The releases page where we have the 0.2.0 file
Next release we're gonna ship everything into a single zip package where user can just unzip and all remix, widescreen fix, bridge, dxvk as well as the mod will be included. A single unzip and they'll be good to go 😉
Yeah, but that should be done with the latest bridge and dxvk releases
Yup, we can ship any version we want in the zip, like ones we thoroughly tested and approved to package in a release file, so like, 0.3.0 will have dxvk version x and bridge Y, while 0.4.0 will have another and so on
@ember river E ai, alguma noticia sobre o lancamento?
uh huh

the E in E-man is for Español
Perforce would be the “streamlined” way, but it’s an expensive system to get going.
Yes.

I mean that is unironically true in this game
This topic was created for graphics tweaks not gameplay
specifics stuff. Those A.I. setting on drift were designed and intended by BlackBox an EA Games Studios. And also i know your channel and i am aware why you are enganging here, it's not a suprise.
👀
👀
U good, brother?
My man said it is off topic before saying anything else
Roads have to take some where 👀
I actually good and you?
Just stating you should blotware this stuff with things out importance. Just it. Keep good work uncle you are doing good. I am also doing some work on background. Never stop, progress and consistency! 🙂
Ahahah nice try
We both know why you are here. Just it. Topic closed.
Yes. He's here for the rtx mod
idk how hard that is to figure out
Not everyone but like I told let's no develop this theme.

I am not Brasílian but aware of stuff.
idk whats going on anymore
I just said we should keep right focus.
I wasn't trying to get anyone.
You can interate, using your pc to help this guys debug the game. And credit them when you use your mod for channel.
That's only thing needed.
I have no idea why you guys are asrguing
Guess we are all credited in the repo, which is the only way to download package
There's no need to be mean for no reason
And for disclosure and to be clear I wasn't being mean or toxic. You guys need to be credited and keep things focus for graphics mods.
Did you check before saying this?
Nope. And I won't. Subject close Burrito. If he credits you and them everything is okay. Beloto had some issues on past about that prefer no talking here.
Alright everyone. Shut up. I have to make textures
Like i said i am not taking horses against you because I just wanted to keep same subject about graphics mods. This also turned outside subject to another stuff. Keep respecting this guys and their work and i will be fine with you.
Let's go. Fire up
Some generic concrete. What's that?
Morning y'all. I'm still trying to digest what is going on, woke up on a dumpster fire of a situation right here 
Good to see you guys are slowly getting to an agreement though. Let's just move on with it, shall we?
dw about it
Move on to the models replacement perfomance. Have you tested something?
The lower outsides of the highways
You manually doing textures?
Yes.
Oh gosh but for really remastering assets is about it.
Take a few hours just to create perfection
Apparently the cut roads that I'm using on my remake are used on ug2... They reused stuff when cutted from ug1
I really remember seeing this on ug2... Specifically that rounded thing.
Nah, got sidetracked on the weekend with "socializing" stuff
And spent the rest of the time until now working on this:
https://github.com/Ekozmaster/NFSU2-RTX-Remix/pull/95
New asphalt textures rework PR ready for review. For this one I'd like to request at least 3 approves to make sure everyone is on solid agreement
Is it part of long-waited Uncle's request to remove black dots?
Finally
Yeah. Had to stop the mesh stuff for common roadways walls I was working to work on this one
How does it look with daylight 👀
The roads looking awesome man
But the tunnel lights kinda look weird or is that just because of the viewing angle?
The tunnel needs those lamps to have an emissive part to look right.
They’re a pendant with a glass shade.
I know, i meant the lighspreading
Needs a better material on tunnel tile
Because in 0.2.0a they look way better (the lightspreading)
Because the dont light upwards. They need to shine downwards
Really?
I would say yes
But im not on my pc right now. I will look into og game when i am on pc
I just used this on a job, they primarily uplight and give a little bit of diffused down.
No
In og game ist ab bit different
They shine more down than up
Just looks different because of the spacing
With enough bounces and AE, you’d get the same appearance
Yeah maybe, but in the picture of EMan they dont shine down at all
Just up
Thats whats triggering me
Cause the light needs an emissive texture to give off the down light
Why with emissives?
If you want to make it work with the translucent material, go for it 👀
Basically the lamp is just 1 mesh with 1 texture. Emissive is maybe the easiest way but not the most beautiful
What do you propose to do?
Probably would have to edit the textures so it has a hole and then add a material to the mesh
But if thats gonna work is the big question
Translucent bits need their own mesh, so you’d have to split the mesh and do a replacement.
Probably
The translucent pbr is most definitely the way to go
No I know that as a fact from CoD2 
Yeah, but we have to wait for the proper tools
It is the same case as the lamp fixture nv used in morrowind demo
There’s no color support for translucent so all you can do is the normals, and IOR.
Just an FYI
Thats not what i meant
I meant the mesh replacement
So maybe adding emissives would work for the moment
But not on long time
Well then emission might be way to go indeed, atm, but definitely this should be using translucent material with roughness properties
We can do that too now
But complicated i think
Once you get the concepts of what needs to be done, it becomes a walk in the park really
Not really afaik.
Bout the same as adding a light source tbh
Ya missed a lot of progress 
Ok, many things chaged it seems because i dont know what you talking about with adding a light source.
I know how to add a light but not how to add a source
Thats probably how you could add headlights i think?
Oh im stupid XD
Side Note: Can we merge all the usda layers into one for the release?
There’s a way to do it in OV
Headlights are going to be interesting, there’s an issue on the GitHub talking about a better approach.
They dont need to be parted
Yeah, because we can have different headlight colors ingame. Would be a shame if we dont keep that
There's nothing wrong with observing and learning, people like me can jump in and help where necessary at any time with all of the knowledge they gained from "observing" and lurking
There’s not an easy way to get that working afaik
I suppose if you were able to mess with the mat hash, you could rely on the housing to give it the color.
Are we worried about performance or something? o:
In game I’m concerned about how remix is handling that many layers. It seems to take a while to go through them all
I don't see it as a good idea. Having them separate allows users to later tweak whole sets of features to customize the mod (ex: wetter roads, snowy ones...), And performance-wise, mark said the runtime flattens them all and performs the replacements on this materialized view of all the lawyer
Oh so it’s just it flattening it, got it 👍
Lawyer wtf
Are you sure? Last time I tested I was able to see a difference between white and gray transparent textures
#1099591203768504421 message
We’re talking about having colored glass, I think for that pendant you could get away with messing with just the IOR and a normal map though
Are you talking not about a standard material we modify for most replacements?
No I’m talking about the translucent material.
Unless, we make an artistic choice to change the very shape of the fixture so it can use the materials we have at hand rn. The only places I remember those lamps being used is in this west tunnel to beacon hills and that other one in jackson heights
It has an X shape which I supposed might be made out of wood, or maybe a brushed copper-looking metal, and everything could be made out of refractive glass like you proposed
What about, again, placing second light under this lamp to fake the translucency
The problem is that the surface of the lamp isn’t lit up like it should be, adding a source below it will look kinda weird since the frame will also be lit up
also overexposition
It’ll look fine with just the emissive I believe.
The cloudiness of the glass shade kind of absorbs all the light passing through it to illuminate so it doesn’t really do that much in really life
As you can see on screenshot it does emit a bit, but yet visible light shape
If you’re dead set on adding that source go for it, then share it with us and we can discuss 👍
I believe it’s named “TunnelPendant” in the lighting usda
I couldn't hold myself from making a mesh replacement for that fixture @balmy chasm 😅
Think I'll just drop it here once I'm done so we can analyse what looks better
You’ll need to change the light source to have a 180 degree shape (?). I believe it’s set to something in and 60s
Ideally, there’d be a light source for each leaf of the fixture
Although taking a second look at it, there was just one big one at the center above the center cap.
I know too.
There are so many things in my life that could have been very different if that had happened.
the what
Nothing.
When the time comes, everyone will know.
I'm done.
I'm looking for some decent asphalt textures for MW
i tried to use some textures from World, but they looks strange
You can use the ones I posted earlier today. The granularity of details and style in it should suit MW's mood decently too. Took the pictures myself so, my home's road is in the game now
https://github.com/Ekozmaster/NFSU2-RTX-Remix/tree/asphalt-rework/rtx-remix/mods/gameReadyAssets/02_materials/03_global/01_roads
#1103377328530276403 message
looks nice
thanks!
Now you’re thinking
Best PBR reference is the actual thing.
There’s still that road surface website I posted where you can see the grayscale and displacement map of any road in a whole state.
There is transmittance color 🤔
it changed the color of the glass in barnyard, but it doesn't actually affect the color of light passing through it
😂👀
Whos preset is that?
Thats normal 0.2.0 with Burtitos old textures and my old lights
Looks nice
Well, ingame it looks something like this. Not sure about it. Might need a few tweaks maybe
ignore the bleedingly red copper
Needs to be way more cloudy which I don’t know how to pull off with remix.
Did you try a high IOR yet?
Just make a cloudy glass, put a light where it should be, and one right under the thing
I'm pretty sure glass in remix doesn't do anything fancy with the light. It can't. Has to run in realtime
I'm using 1.49, for acrylic glass
Damn. I’m outa ideas
man
that tunnel finally looks good
you just could change that wall texture, that ain't aged well
Yeah, I went experimental mode with the PBR maps as I was struggling to get it looking right with all the noise in the path tracer. I'd also like to make some mesh replacements for those walls, the normals are all flat and weird. With that, new textures too
can i make a suggestion?
Sure, please
#1099591203768504421 message
2019
i got no internet in my home
I wasn't starving, but things were tough
but i had a dream, make history in NFS community
i used to get my phone, and went to a gas station near to my house, to use their wifi connection, so that i was able to download all the stuff i need
got back to home in the early midnight and start to work on my projects
you asked about them for me, i remember that
i remember you asking me to make that car of yours back in the day
and i made it
da fuq are these two on about?
i made it just for you
you said it right, i was a big fan of you
i remember that.
"Guys, what cars you want? Who made this bizarre car was a subscriber..."
why you didn't said "nice", instead of say "bizarre"?
and later that
you made it again, but even worse
Idk, seems personal
you are.
yes, you are
i was in one of the toughest years in my life
making impossible things
to make my dream come true
and you destroyed it, to 600.000 people
after that
i almost give it up
almost.
when i realized that i have true friends.
you definetly didn't spoke well
"look at this riced car guys! that is the toyota hilux that rolls over! that is the fiat marea, that explodes! look at this, they got no engines!"
your "sense of humor" destroyed me.
What. The fuck.
but...
i got up.
some nice guys, some REAL nice guys, have made the exactly opposite of you.
they saved me.

I have no idea but i hope e-man see's nvidia shown me where the tick box is that makes the glass material work. about 2 miles up this chat

I turned around.
I don't wish you harm in any way.
heyo, watcha talkin' bout?
You can get the translucent color to work
fuckin youtubers. one sec
I just don't want what happened to me to be repeated with these guys, who work hard, like me.
Take it to #offtopic please
#1099591203768504421 message
#1099591203768504421 message
guys, please take this to dm, schedule a day to get some bear down the hatch and sort all those things out, like, really, moving on, once and for all 

be friendly ❤️
As a wise man once said, 🗨️ remix-projects > 💬 Call of Duty 2
now you're up against the wall, aren't you?
I just wanna see the pretty bricks...
For those of you who don't understand: I had a big project going, I asked our friend here for help, and he destroyed it with his "sense of humor". Destroyed my dreams. Don't let this happen to you. My job is done.
Okay.
Oooomg. my adhd prevents me from hoping too much between threads so I end up loosing a lot of conversations.
Is it a config in the runtime? or a raw parameter for the mesh in OV or...?
Jboy and beloto. My brothers. There's a thing called direct messages. We're kinda trying to work here.
as a "friend", i just got one thing to say:
don't let him get your stuff.
that's it.
i'm done about it.
It's a public repo 🤣
after four years, i'm finally done.
now i can take my life peacefully.
In rtx menu in game Check the box in Path Tracing -> Resolver -> Direct Translucent Shadows
our debt is paid, "friend".
my goal was just to show the truth for everyone.
peace.
Dude. Listen. It's really not worth that-- I'd encourage you to please take a step back and think about things.
@trail quail e @rich plank pf, sou um amigo de um dos devs e o grupo dele usam esse lugar pra trabalhar, vcs podem mover isso pras dms
já está resolvido, amigo
obrigado
depois de quatro anos, estou em paz novamente.
Oh boy. Now we're getting into foreign language territory
gg then
Y E S
Hmm it didn't work (without / with the option ticked)
Is the glass single sided?
man
i think that lamp was supposed to be like this
that "bowl" needs to be opaque, i think
nope, it has 2 meshes for each side
Nice so don't tick thin walled in the material and untick use diffuse
I'm just testing the translucent transmission of the material
It's for science
The gods hate me
or, you can simulate some real life dirt effect ahaha
some dead bugs and lots of dirt inside the "bowl"
That would be cool yea
I just ticked because you told, it was disabled before and wasn't working. Maybe it only works with texture maps, not constant colors
well that would be cool, but lets say I "black boxed" the uvs a bit 
Just a texture of a solid colour will do
Didn't think material replacement worked without a diffuse texture
it didn't work too, both with and without "use diffuse layer" 
Damn. I'll play with it more tomorrow and get back to you
If you wanna try them up
Thank you
you said that you will replace some meshes, right?
Try making it so it’s just a plane and checking the thin walled bool
time for some megalovania tunes ma buoy
Plan is to replace most of the stuff
sry, yes. We're already replacing stuff. This lamp fixture is an example
you could remove that big lamp and install some led plates directly on the wall, on the side
there's a small tunnel on coal harbor with this style, if you know what i mean
Feels more like Doom
Which?
The red
WHICH DOOM
2016 was mostly orange
--My nuts--
Ok so the minimum requirements to have colored shadows from translucent materials are 3:
- Mark the thin walled property on your beloved material
- In game in remix menu, go to Path Tracer > Resolver > enable Direct Translucent Shadows.
- If is a mesh replacement, it can be single sided, as long as the polygons face the side where light is supposed to be "transported"? adam plis sry
I screwed up my text
material in a sec
thanks @sharp sinew and @tawny elk 
another awesome breakthrough
I'm stunlocked on CoD2 culling at the moment or I'd have more lighting and breakthroughs for ya.
Think it's just a test
He thinks it's just a test

Yeah, like, what better than bleeding red like burrito's broken rtx.conf style to show if the thing is really working? 
thin walled is very key for good looking glass. looks pretty good now
buuut how did you get the red lighting?
Listen. I kept experimenting with different settings for so long that things eventually started to fall apart
See #1103377328530276403 message
There is a light source placed inside the glass. The red tint is produced by the material's thin wall simulation
i thought transmittance color was broken?
Guess not
Peter helped Tadpole figure out the levers to pull to make it work
Makes sense to be disabled by default though. Colored shadows in path tracers are expensive to compute afaik
||Peter still hasn't helped with getting the drawcall hashes stable in COD even though we offered him a trip to Disney Land
||
mm if that's the reward i'll work even harder on it 😛

you need to put it in a dirty color, or something
Its perfect
There is a minor inconvenience. Normals won't work on thin walled materials
So I had to fall back to non-colored glass with the cloudy normals, and it looks actually really good
Another PR for the new lamps:
https://github.com/Ekozmaster/NFSU2-RTX-Remix/pull/96
Approved
This is being replaced on real time?
because that flickering...
Yup, sort of speak. In the remix's way.
I have some weird flickering but my gpu is a 3060, I run in performance mode 
oh i'm getting it
maybe render distance is low in counter part for perfomance but the nvidea team
because that really looks it's being replaced by closeview
i can't used that yet because i stuck to 1050
but once i get 4090 and new right i will help
Is the screen flickering?
Is it portal prelude runtime?
Tadpole ran into the same issue. Seems like DLSS
He told Peter about it, so Nvidia knows
@tawny elk can you send me the patch file for the exe and I'll see if I can find someone to make into an ASI?
It wasn't pinned and I don't want to scroll up for it
Uh sure
I think I have a 1337 file somewhere that's just a plaintext file with the offsets
Yup
One question this are offsets from exe?
If soo i can enter on subject and help
Do you still make your own presets?
What
It's caused by unstable motion vectors
Disable gsync
Or freesync
Wait what is flickering?
The entire screen or the ingame lights?
Yes I believe so
DLSS starts flickering when the translucent shader is used.
Update: Still don’t have any idea why the crowds don’t render 
Shaders

https://github.com/nlgxzef/NFSU2AntiCull @tawny elk
@ember river I did some digging, heres a good video of just driving around Seattle to get a feel for what all the various things look like https://youtu.be/53r5OKjPIu8
Let's drive downtown Seattle together on a sunny day.
VAGABOND ROADTRIP ESSENTIALS
Patagonia Duffle Bag: https://amzn.to/3PcQZnG
Energizer Jumper Cables: https://amzn.to/3qDKkbE
Surviveware First Aid Kit: https://amzn.to/3PbRvlN
Goodr Sunglasses: https://amzn.to/3piatg9
I'll take a moment to air some grievances. Actually just one. You know m...
I know there’s a bunch of little things that I don’t even realize are different.
Creator: @UncleBurrito15
Install Tutorial: https://www.youtube.com/watch?v=U32QaB23Mws&t=0s
Discord for the project: https://discord.gg/xEs8tSR6qr
Thanks to channel patreons / youtube members:
• Paolo • Lao90 • Ray Tracer • Wraptar • Kesnei • shirotensa • Andy Cortez • Hector Martinez • Phoenias Aldwin • luckypandatw • Mote7856 • DemonDude • R...
This has to be the most scuffed showcase of the game to date
That's why we need new repo release. Last one was what? 2 month ago?
@ember cobalt can we pin this
i would suggest you guys trying to combine stuff like this into one larger post
This is "gamechanging"
@tawny elk your Culling mod increased somehow the Trafiic density (this is a good thing though)
It also breaks it if you stand still I think.
Hm I've noticed that but thought it was something from the game. Many times I stop to look at something and the traffic is just jammed
I’ll revisit reverse engineering in depth after I do Hitman 2, so Underground 2 is 3rd in the queue. I’m hoping to get a lot of the features that the FF rendering took out and improve the games drawing system.
any plans for some sound refreshing?
i mean, the original engine sounds aren't realistic
i always hated that ferrari sound in the fully tuned jdm's
i got some stuff from other NFS games, some more realistic engine sounds
Remix is all about visuals, so I assume you just use default NFSU2 mods for this purpose
okay
Wait one sec where's is ug1 and mw topic?
The guy on video said that were also working on it. It's real?
There’s a MW thread
I saw it
Good thing this tool happened
I gonna kick some ass when i have my gpu on mw
For nfsuremake

The write new shader is the tough bit for me
Hmm
Shader compiler for Nvidea or game shader?
I mean, own RTX Remix configs
You used to make some and post vids on YT.

Heyo guys, could some of you take a moment to review the new asphalt PR? Should be real quick
https://github.com/users/Ekozmaster/projects/1/views/1
It rained last night. A lot. And then afterwards I went out and took a really good look at the wet roads. I tried to take some pictures to capture the look, not sure if they really turned out.
#95?
It is so interesting to stop and analyse references like that. There is so much interesting factors that determines the look of many different asphalt types. The composition of the rocks, temperature of the region, traffic load and type of vehicles, how many patches it had, how many layers of materials were applied and composed, the tar application, the direction in which the machines applied and solidified the materials...
Your pics as an example shows an asphalt that hasn't suffered much from directional traffic load + heat smoothing the surface since it is the end of a road, so the rocks are very pointy and noisy, although there is some potholes and patches, due to how vehicles tend to engage the brakes before approaching the driveway entrances 
Sometimes I feel like stopping a while to make a procedural parametrizable texture tool considering all those factors just for the fun of exploring it
Day 756 of waiting for advanced post processing in remix
Just said something along those lines in cod2 project channel
#1099591203768504421 message
They busy getting remix sorted though, we gotta be patient
I'm looking for things like
Color grading
Better bloom
Lens flare
Lens dust
Imagine
Dynamic lens dirt


@tawny elk
No idea what's happening 
hmm how did you install it? Did you follow the install for devs using git or did you download the release 0.2.0 file and unzip in the game folder?
Hmm and the rtx.conf file you picked from the zip file or from rtx-remix-defaults folder?
should be using the zip one
Yup, there will be a rtx.conf file inside this zip archive. Use that one if you aren't
The main page instructs to use the rtx-remix-defaults/rtx.conf. Ignore that, use the one provided in the zip file
in the game folder next to speed2.exe
if you just unpack the 0.2.0 zip file in the game folder you should be good to go
If you follow these steps in the right order and finish by unzipping the 0.2.0 file, you should be good to go
https://github.com/Ekozmaster/NFSU2-RTX-Remix
In the end your game folder should look almost like this, except for the *git* files:
yup, this one you should totally ignore, just go straight to the zip file:
those commands and stuff are for developers
all of those files
bruh
idk what to do, out of ideas now
I'm not sure what are the symptoms exactly though
The installation should be about it
This is how my game looks btw, nothing wrong here
Oh ok, think that part of the city isn't lit up yet. In the 0.2.0 version
only the city center
ok, lets do different. May I dm you?
Yeah you probably have an old bug we solved a while ago but there isn't any new releases with the bugfix yet
sure. I'm from brazil too 😉
we got so many brasileiros here
eu sou tbm hahahaha
I wake up
62 messages in NFS
I wonder what they achieved
It's just tech support
I wake up
0 messages in Garry's mod
I cry
:3
I wake up
Check every thread
Mark still hasn’t added our post processing volumes
I go back to sleep
Maybe those new lil fancy fency boys might light up your mood


