#NFSU2 (Need For Speed Underground 2)
1 messages · Page 29 of 1
Note: disabling RTXDI altogether seems to solve the blinking issue
Getting asphalt to look decent in the runtime is really a pain in the ass. If you shoot for photoscanned reallistic textures straight from, like, textures.com, it doesn't looks anything like the site's pictures or at least like in blender. Making them wet with such low res textures just adds to the pile, so for now I'm focusing on a non soaked, dry-ish asphalt with some bits of water puddles being already absorved by the pavement.
Taking the feedbacks I made a couple of changes:
- Roughness bumped up with some added wet details for "visual interest"
- The cracks I decided to keep them being rougher, as I'm not aiming for soaked roads, so instead of water being condensed between the cracks, it is being absorbed by the pavement and drained towards the soil below
- Albedo is slightly brighter, to sort of mimic the look of some iconic LA roads
I'll be working on the intersections now and push the stuff to git so you guys can test it out.
Any thoughts?
I'll take another shot at the roads tomorrow
I'd increase the overall roughness a bit more. Still feels too smooth.
Maybe like this?
Now that's a good looking road
Came a little
Very beautiful @ember river
Aight so, guys, if you wanna take a look again, I just pushed everything 👍
|| After I go get some ice cream ||
Should I make some light fixture meshes to add on existing building meshes?
not sure what u mean
Like I have a bunch of light sources placed where a light would be but there’s not really a light fixture mesh there.
Cause the light sources look odd just floating around.
Oh I see. Like the ones under the metro lines north fort union
I'd say it depends on the location, each one with a different style
but definitely they'd need some love
getting your hands into 3d modelling?
I’ve done it before, not good at texturing tho.
Have to block out buildings frequently for work. But we only care about the reflectivity of surfaces not texture.
hmm that is interesting
gamedev DCCs are far from being the software of choice I suppose
Unreal and Unity are trying to change that pretty hard.
Big money in the AEC world.
Hard to sell people multimillion dollar buildings off a sketch and description anymore.
They need VR and the like nowadays.
that is true, I like the way it is taking, I'm just a little bit afraid of it coming to suffer from feature creep issues
Ohh yeah, that might be pretty cool to work with
In that video shot you just catch original look of nfsu2 great job!
(Obv its not wet but looks so similar)
Did you figured out way to make it only bit wet when no rain and more wet when rain comes? Is it even possible?
Feature creep is the name of the game with AEC.
thx. Sadly we can't right now make it dynamic, it is either dry or wet, and since low res normal map looks really bad for wet roads, I decided to go almost fully dry pavement
sheesh
Lil spoiler of the hedge fence.
I must say I'm enjoying making it quite a bit. Made a geometry nodes setup to replicate 5 leaves sample meshes throughout the surface of any object so I can make hedge fences of any shape, and now, just like with the asphalt, the leaves of a random tree on my house will be in the game 🙂
And i really mean like, any shape lol
I'm in love with this thing
I should quick my day job and just model these beauties
Imagine being paid to do such things all day 
Senior game remixer/DJ
Now if adding them was as easy as adding the light source 
Does anyone know why this happens after a short time of driving?
As temporary solution #1103377328530276403 message
@dusty grove Seems odd but it works so thank you. Still looks great without that one part on
Im pretty sure that got fixed before
@blazing bone I dont know how I re broke it then D;
Try updating your rtx remix runtime, maybe update your replacements too
That probably could fix it... hopefully
Just to throw it out there. I love these remix projects ya'll have going on and its absolutely amazing. I feel bad coming in with my misunderstanding of installing. Thank you for bringing this game that I enjoy and making it even more amazing.
@blazing bone I will definitely try that.
Out of curiousity how much fps do people normally get with this?
What gpu?
Yeah I fixed it, we just didn't release any new version of the mod. It was a very specific light someone placed that was, for some unknown reason, producing an extremely high overbright
Like 30 to 40. But sometimes I get 60fps.
I get about 30-40 as well. Running on a 3090 ti
Need for speed sucks 🥱🥱🥱🥱
what res?
That part I am confused about lol. In game it says 1280x1024 and I have changed anything in the widescreenfix mod
I havent changed*
What is ur screen res? 1080p?
My widescreen is 0x0
If I do 1920x1080 should I also change the scaling option for fov?
Looking pretty delicious
Those hairy boys gonna need some trimming, but looking good already 
Thats delicious
That’s deciduous
Is it high on poly count? If so, you might want to make it closer to irl bushes with leaves points outwards the center
I am curious. As of the current implementation, how do you prevent the road textures and water splotch textures from visible tiling?
Do you randomly 'rotate' UV tiles using Voronoi cell noise or something?
Road mesh is not remodeled as of now, so no UV modifications. You just feed in tileable texture and that's it. The only trick is the size of the image, which is 1:8
So the tiling won't be easily noticed due to the tex's L O N G height?
Exactly. But real downside of this is memory usage. For good result you need like 2Kx16K image
Darken the green, and lower the roughness.
The game itself uses 1:8 textures. The trick is to remove all contrast and areas of potential interest from the texture so they people don't notice the tiling.
If you look at the textures I made for 0.2, you'll see tiling way too often.
I get 35-55FPS on my 3070 Ti using DLSS Balanced
But I am also using the 0.1.0 version
You should use 0.2.0 because it already has a bunch of lights added. And a 3070Ti should be able to run at 1080p atleast 70fps
In balanced
Oh yeah I tested without DLSS I forgot
But 0.1.0 has a worse performance than 0.2.0
I kinda prefer 0.1.0 tho because 0.2.0 is overly noisy for me
1080p 3050 mobile (50W), Medium+ DLSS Performance with PostFX enabled. 21-25 fps
I see
Also something tells me road reflecctions are handled by duplicate meshes
the weirdge mesh that pops in front of me with road reflections turned on
This can't happen if it's all planar right?
These also block existing light sources once they appear
shadowboi
ignore the name, forgot to add an H at the beginning long back and just stuck with it as a joke 💀
Show
Is in the image
All I see is the menu
Restarted the game, frames started dropping, ill head over to the spot again
@jade briar
First image has road reflections turned on, second image is the same spot without road reflections
In the case they're using both, why use both instead of just either or? Wouldn't that save on performance?
I honestly have no idea. There was a big 500 message long arguement in this thread like 2 months ago where we found out that the game was using planar. I have no idea now.
Anything reflections related should be set to low as possible. Same with shadow
:O
now this is confusing
I know, was just curious as to why entire meshes spawn when reflections are turned on
so, uhm, has this happened to anyone else here that the game simply refuses to start and instantly crashes when following the instructions for "manual" installs?
oh and before I forget it: Thanks to everyone involved for the effort invested, this is the only game I actually wanted to have a remix adaption 🙂
I could repro this with obligatory ASLR disabled. With dinput8 not present, it gets to the loading screen, then crashes (if dsound is present), with neither present it does janky stuff with my monitors and then crashes. Disabling remix (renaming the d3d9.dll) "fixes" the crashes.
Rename d3d9.DLL to d3d9.asi
eventvwr generates five log entries per crashed start, one error with a 0xc0000409 code, one error with a 0xc0000005 code (which is a segfault iirc), three informational level ones, one of which points towards d3d9.dll and two of which point towards PCH_EC_FROM_ntdll+0x0007672C
done. now it gets to the splash screen / loading screen and then crashes
with two 0xc0000090 errors in the eventvwr
Man y’all keep getting these errors and I have no idea what y’all doing
Anything unique with your setup?
only thing I can think of is obligatory global ASLR, but I have added an exception for the game's executable already
Are you able to disable it temporarily and see if it fixes it?
yeah, I'll turn it off globally and then check again (requires a reboot, so I'll be back soon)
I’d imagine that might cause problems with how some floating numbers could be stored.
also, I'm not sure if this could break things, but I have a "regular" install of the game ACL-wise (so you need admin to write to the files)
oh and I just saw that I get a "data layer missing" error when loading
logfile:
oh, that looks juicy:
err: Texture c:\Program Files (x86)\NFS Underground 2\rtx-remix\captures\textures\0BC4C4F65B4CDE1C.dds asset data cannot be found or corrupted.
err: Texture c:\Program Files (x86)\NFS Underground 2\rtx-remix\mods\gameReadyAssets\Textures\vegetation\F1BC534078679832_diffuse.dds asset data cannot be found or corrupted.
from this log
and disabling global obligatory ASLR didn't fix it 😦
I'm pretty sure it's because most people don't install dxvk.conf properly
Will we return to Bayview in NFS 2024?
Actually
No
I found a theory on reddit tho.
Bridge.conf
Nah that’s fine
Yea I’d imagine windows can be causing lots of problems but I’m not certain.
I've just granted my user full access to the directory. it seems to have fixed the errs from the log. Though I get
warn: [GameCapturer] LSS USD Plugins failed to load. now.
That’s prob fine. Does the game launch now ?
it gets to the loading screen and then crashes
Progress
just to confirm: Do I need the omniverse launcher installed if I do not plan on changing any assets?
No
While I was driving back from ice cream it was raining, I noticed that the “groove” that cars leave is a standard deviation distribution in its smoothness. The very middle is smooth but it quickly becomes rougher.
New idea, Python scripts to setup things similar to how the RTX downloaded works.
I go to zoo to brainstorm more things now.
do some photogrammetry to replace the cars with super tuned zoo animals
Don't believe in theories until it is confirmed by the devs themselves
Besides, every NFS game we have had never went back to the previous game's place
This isn't GTA where they can't even make a new place/island
Now we’re talking
interesting. the errors in the log keep changing. one run it didn't complain. Then in the current run it complains that F1BC534078679832_diffuse.dds is missing (and I confirmed it's also not in the repo)
(and a bunch of captures it can't find)
@jade briar 👀
err: Texture c:\Program Files (x86)\NFS Underground 2\rtx-remix\captures\textures\0BC4C4F65B4CDE1C.dds asset data cannot be found or corrupted.
Maybe try to put game out of program files?
about time I fix my file
👀 somethin's running
the bridge is running at 70% CPU load
err: ...server-side D3D9 device creation failed with 8876086a. progress?
behavior is consistent: when running from the non-program files directory, nothing happens on clicking the executable, except that it generates the above line in the log (along with some other ones) and it seems both the bridge and the game are running as processes (that I have to kill via task manager)
Ok lets go through trouble shooting:
What gpu is it latest driver?
Update remix\bridge\dxvk
In widescreenfix set windowed mode to 4
Rename dinput8.dll not to .asi but to dsound.dll
Also if nothing works its mean you have old bad whatever version of game try different (latest) version of game itself
GPU is 3080 Mobile 16GB 150W, driver is 536.99
I pulled the latest builds of remix / bridge / dxvk this morning from the actions
windowed is set to 4
dinput8.dll was present, but renaming it so it doesn't get loaded (dinput8_.dll) didn't fix it either, the dsound.dll rename was always there
the game executable has a change date of 08. march 2005 22:37 and a size of 4 800 512 bytes. It is my understanding this is the latest
Have you extracted Bridge first?
ehh, I don't remember, what is the correct extraction order? remix -> dxvk -> bridge?
Yes
So than get game from different source... That obv game problem, just try remove rtx remix, try is game works without remix
it worked without remix earlier today (incl with and without the dinput8 dll loading the widescreen fix)
extracting remix -> dxvk into .trex -> bridge and then overwriting the files in the game directory didn't change a thing 😦
(with the d3d9.dll -> asi rename)
DXVK has no .trex content, unlike bridge one
you are supposed to paste the contents of the dxvk into the .trex folder and not on the top level of the game, right?
this sends me into a black screen where nothing happens
I've downloaded #205 from the actions page
Have you extracted Bridge after that?
yes, this was with remix -> dxvk -> bridge (the last one overwriting the 14MB d3d9.dll with a 700KB one)
The order is remix> bridge> dxvk into trex that's it, anyway it should work out of the box
bridge and dxvk order don't matter afaik, just as long as you installed 0.2.0 first
It did matter for me. Also I always extracted dxvk into root, not .trex
??
just follow steps in #remix-beginners-guide or use the downloader
dxvk is supposed to go in .trex
ah, whoopsie, I left the d3d9.dll in there. Now with that gone, it booted. Though the widescreen fix is not applied and there seems to be no lights in the garage
What was the order, again?
remix -> dxvk -> bridge (though there was a leftover dxvk copy in trex)
dxvk in root?
jep
fixing the settings seems to have kicked the widescreen fix in and re-enabled the lighting
i still don't understand, why are you saying this?
Because that's the way I installed things
perhaps it needs some of the dlls in the root directory?
(and some in trex?)
that isn't correct though
press alt+x set dlss to quality
I got it. I'll do the other way next time I update
dlss is on performance
i don't mean the order of installation, rather the location it's being extracted to. dxvk goes in .trex, bridge in root
interestingly, some things in-game seem broken
its skybox missing, but why you have all textures but not skybox...........
Can you find bollards on the map which also shine bright-red?
a tunnel looked normal, I suspect the skybox is red
where are some?
Yea, search for bollards. They are mostly in the city area
you mean these?
Download from the releases. Not just downloading the repo.
he has road and sidewalk textures looks like he cloned repo
i did clone the repo 🙂
Which is not bad, just mesh replacements don't work
You need to download from releases. Don’t just clone the repo from the GitHub website.
that's the 0.2.0-alpha release? Should I also stick to the "official" releases for dxvk and the bridge?
(resp whatever the downloader exe gives me)
btw my copy of repo doesnt have bollards replacemant, strange
why not just use the downloader? it does every step correctly, then you just copy it into the game folder. it's an exe file, just run it in an empty folder
It’s not in the latest release.
so why he has error with it? how is that possible
i did try that at first with the broken program-files install. Then I tried to fix things, but apparently made it worse
Cause it’s in the repo, but not the release.
got it he might download it through branches? that woud explain existing road textures but missing sky and bollards
I don’t know, my head hurts enough trying to figure this all out.
I followed the git instructions on the repo homepage using the command line
i have cloned repo not release 020
Here’s an armadillo to comfort us
so, now I have take a clean install of the game in a user-owned folder, added the folder the downloader gave me into it, then added the widescreen fix, changing the config as required and renaming the dinput to dsound, then pasted the 020-alpha release and I'm back to the behavior that nothing happens when clicking the executable but the process and the bridge process both spawn and eat 80% CPU
(the d3d9.dll -> d3d9.asi rename changed nothing)
I asked the red panda, they don’t have any ideas
Man just download cloned repo that i sended to ya
Try older dxvk versions, but no lower #140
that seems to work
6k tris. Not so high to model everysingle leaf 😅
We don't have that level of freedom, we can only replace the textures and add pbr maps, not even the uv tiling we can mess with without completely replacing the mesh as a whole, so like burrito said, it is a matter of controlling the details to not be so obvious and spottable while taking advantage of the 1:8 ratio
Aaahh too many messages. Ill be reading and answering later
The latest version if dxvk released doesn't support mesh replacements, so you have to download the "bleeding edge" versions from their git's action tab. Just open the latest green one and download the release zip file.
If mesh replacements don't work, the meshes like the sky (which has a replacement in place) just go killing rage
Here in Brazil we have a lot of those in nature, easy to find one in countryside dirt roads, they're pretty cute boys. Some ppl hunt them for tummy pleasures, even though it is illegal 
That is weird. Did you clone it and are able to jump between branches and stuff? Maybe you need to reset your changes and clean the folder to be exactly like the main branch.
cd "C:/GameDirectory"
git fetch
git checkout main -f
git reset --hard origin/main
git clean -df
Don't know what the desktop app equivalent would be
This saddens the river otter.
Lotters! I love them. Recorded this in january on a Aquarium
They're consulting animals in hope to get answers about remix issues .-.
Okay, after consulting the zoo animals, I think making a general use script that downloads emans latest repo, and then has an option of adding mine overtop of it would be good.
fetch didn't help, so I deleted whole thing and clone that again, after all of that no changes, no bollards(((
Lemme setup the submodules so we can make it the right way. The install is already complicated, lot of ppl don't know git well enough so submodules would be just an additional flag to the clone command 
You must run all the commands in order, not just fetch
adam why in ur repo you tag each file? if smth change or there will be added new .usda it will not work. instead why not just put @./ExtMod/mod.usda@, and every thing will be loaded
Cause you end up with duplicates.
Lemme know if I need to restructure mine.
The only only thing that tears me apart from using dlss is the little after effects of the car as you drive D;
As i know remix prioritize top .usda over button, so if there duplicate it won't even load in (cuz it in botton). upd: ok i get it, if there in old file was a mistake, for example wrong light or missing building, new adam files won't fix it
The lights are additive, so you end up with duplicates
According to Mark, all the USDA layers are flattened into a single one before being fed to the runtime, so yeah, duplicates are eliminated, but there are caveats to this, I suppose, like the additive lights Adam just mentioned
Btw, why don't you just migrate entirely to work on the main repo?
Don't worry about making large branches full of changes, as long as you close them on merge and create a new one to keep working it should be just fine
I’m unable to switch which branch it’s based off of easier. That was a big problem when there was like 10 branches tho.
Is there a way to remove the text on the bottom left?
I have a couple git tricks for switching easily and keeping unsaved work. The best thing is to commit your stuff before switching, but if you can't commit the work yet, there is the git stash command, which manages a stack of changes to push and pop unsaved work so you can push, switch branch and do whatever, than go back to your branch and pop your uncommitted work to keep working.
Git stash is a blessing
e man, i know you are bizzy with mordering leafs around your house but, we need replacment here: 1 is sidewalk i know it is diffrent texture with some newspapers, so make a newspaper place it over sidewalk texture and just put it in the game. 2 road sides, they are missing and they are 1/5 of the map so they really need some love. If there no time for this maybe make temporary just asphalt texture? 3 Textures all over map wich you can see very freqently, on places like first picture just use standart brick texture that we already have, it will fit just fine, second needed to be made, as the third one (or just use brick again), and fourf. Thank you for your hard work guys!
Hmm yeah, they're all on my todo list. Just trying to finish my wip before starting something new. I'm working on a big branch making replacements for the most common roadway walls
After that comes the unfinished asphalt, those dirty sidewalks and dirt roads for sure
e man idk does it planned but because this lamp isn't transparent it is doing this shadow flicker
this one is about mesh culling, not really about light flicker. mesh goes out of camera disappears but light stays so we get this light up
That’s a culling problem. Not much that can be easily done.
Adam this tunnel needs you ❤️
It'll get done one day
I'll give it another shot
Oh god there's so much that needs organized 
What is $CarName_VR/VL?
I'm just going to make this a housekeeping branch cause this all needs cleaned up 
Finally, bliss
By the way @jade briar , I got rid of all the capture dependent mats in this branch for ya
yep. I'm still working on head and tail light emissives too, I promise. I just need to focus on it more this week.
I just threw them in materials. My head hurts when there's 10000 different usda's in the root of the mod.usda
Does anyone know what mod_lights are?
I need to go cool my head, it's hurting after organizing all this.
I fixed them in my branch, gonna push to main in a few days maybe weeks 😅
Hellraven's lights
Someone gotta take a look at those
@cloud crypt
Whats up
What do you want to do with mod_lights.usda? I don't have the energy to sort it now that I went through player_car_lights.usda.
Just came back from kart racing 🏎️
Lots of references for race tracks, specially for clandestine/underground assembled race tracks
Pleaaase, make them waayy stronger like high beams stronger while you're at it 
Gotta make another branch for that
That's where my grumpiness about branches comes from

Well, i dont know yet. What do you even mean by sorting them out? Sorting what out?
You mean for the releases?
No in general.
Yeah, butvisnt it just copy and paste since i only changed street, sing and pole lights in it. No other lights where changed
Yea but where are they copying pasting to?
Separating will help a lot since we rarely would mess with the same file in different branches, which means less merge conflicts
If you are in the mod_lights usda you just need to highlight them and then drag and drop them into the usda you want them to be
Or simply copy and paste
Drag and drop them into the usda you want them to be
Can you tell me what usda you want them to be in? I don't have any context of what any of these lights are located.
Is there any other housekeeping task that needs done with the repo? I got Burritos capture dependency done.

big branch?
but I thought you were only modeling small branches
/s
Also jokes aside
what's the feasibility for mini volumetric fog in the pop-up icons next to shops, garages, etc?
iirc large scale fog has been introduced into the game for different regions now right?
or were they preexisting
Huh
referring to thees by popup icons
💀
Very low feasibility
I'm assuming due to both performance issues and due to them being difficult to add in?
I don't believe there's a way to add volumetric fog at the moment.
Mark just said it's on the todo list earlier today
#general-remix message
I still think we should be going for a wetter look with the roads. Wet daytime asphalt here.
Road reflections were handled by mirrored models for pretty much every EAGL game if I'm not mistaken. Free cam in menus will allow you to see the way they do it in FE areas. It was that way until at least Carbon.
You didn't do this! This is TUFU. So image from project 2Unreal5Underground. I also saw you on that Discord server.
Huh? But people here have mentioned the game uses planar?
I am confused though
If it was planar, I don't understand why the upside down mesh in the picture I sent blocks light
if it was merely the render flipped upside down with a few transforms, that would not have been the case
Then again, I am a complete newbie to graphics so I very likely got something wrong along the way
Doesn't look too wet though. I'd even say reflections are somewhat similar with what E-man came up with
Huh
You really should read all messages
With your help, it will
🙂
Bet
Yeah the roads were closer to dry in these pictures, I failed to get to it right after it rained like in the night time pics
easy install
No, only difficult install 
did you watch this? 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...
There's those people who hate raytracing because it's a gimmic. And then there's nvidia purists on the other hand
Try doing exactly as the dialog tells you, you might find most likely that you don't have a RTX-capable GPU
gtx my 1050 ti 🙁
Don't touch d3d9.dll!. Obv use clean game only with widescreenfix. U have everything explained on nfsu2remix github page, use it instead of stupid video guides.
D3d9.DLL needs renames to asi in order to work.
If I had a dollar for every time I’ve had to say that I’d be able to work on this full time
Do you guys know why the meshes for those fountain water spout sprays jets thingy don't show up in debug mode > Geometry Hashes?
Not remix one (d3d9.dll), i think he renamed the remix dll (instead of dinput8.dll) thats why he's game doesn't work
Are they marked as anything in the categories?
I'm searching for them
Found them. They might be great candidates for the translucent material with the cloudy normals thing
God, I still can't figure out why car interiors are being funny
A bunch of triangles?
As in the giant black box that’s in them?
What does it does btw?
A giant block box that has the same material as the car so it appears shiny.
Support for the animation of water texture.
Can make it go away by referencing the mesh hash in mod usda ez
Anymore info on how it works? Does it stabilizes the mat/mesh hashes, allows for sprite sheet animation or something?
I'm waiting on the toolkit. I simply can't with the usda/ov bullshit.
Any updates on when it is out?
It’s for when the same mesh gets several textures on it that it moves between afaik.
End of the year from what I remember reading
Hmmm I wouldn't be surprised if the whole toolkit thing is gonna be an extension to install and use within OV. I've been reading a bit of it and is pretty easy to extend OV to do pretty much anything, from UI stuff to complex python scripts running on the click of a button, and NV has been pushing OV tools quite a bit
Theres no escape
I think Mark said that It's gonna be a standalone app. Don't quote me.
I've been working on something myself
You can always just model stuff and then we can toss it into OV for ya
Same applies for git things and other shennanigans
Can you make the house keeping branch a PR and then approve it for me 
the release article for Prelude said some time this year
If I author the PR, I can't approve it
Well. You can get lower end cards for cheaper, but it is what it is.
yeah i guess i can do that as well
i'll upgrade my pc after the university exams
don't want to risk paying the private university fees
Click "Create pull request" just to register as your authorship, so I can approve it
https://github.com/Ekozmaster/NFSU2-RTX-Remix/compare/main...HouseKeeping
Done. Lemme know if there’s anything that I broke 👀
Probably for scrolling textures, would be ignoring/accounting for shifted tex coords then
When calculating hashes
Once the housekeeping PR is done, I can easily get my work synced up
The player car headlights were gone, and a bunch more stuff 
Yeah, some people just don't get that the new skyboxes ruined everything.
fr
It's still Bayview, not the north pole.
The hexagonal bollards are back too
I moved all the player headlights to their own usds.
Ugh
Cause I moved them all to their own USDA
but still, not working as expected
weird, the 240sx lights are attached to mesh_865D3F0C6CC5E5FB, but it isn't even present in the capture 
well I'm out of ideas 

@tawny elk just to make sure, which mesh are the headlights attached to? the roof?
For the 240sx?
Don’t remember. I was having difficulty finding a good mesh for that car so it ended up being something odd.
Typically it’s the interior.
I’ve only done the 240, peugot, and the rx7. The rest are from that other file.
You can delete the headlights for any that don’t work and I can redo them at a later point. I’m just going to make them all match what I have for the rx7 pretty much.
Haven’t checked in awhile
I presume that the one from mod file worked. So just keep those in there.
That way I can get working on adjusting all them
Do you guys have any appointments to make on the asphalt rework PR?
If not, can we move on with it and merge, plis 
https://github.com/Ekozmaster/NFSU2-RTX-Remix/pull/95
Done
@ember river Just going to delete the housekeeping branch and retry. It's too much of a mess to figure out
never heard of it
I know their text editor only, never heard of a git client
lemme know if you need any help. Btw, for the bollards, I figured out that the light placements are setting the preserveOriginalDrawCall, which renders the bigger original bollard on top of the replacement one and thus, lead us to believe that the bollards mesh replacements weren't working
Not even going to touch those, ya'll gonna have to organize it cause I end up breaking to many things touching it
I'll get the lights organized and making sense but that's the extent of my energy sadly
np haha. Just a side note for future mesh replacements, must disable the preserveOriginalDrawCall param
Thoughts on this? I incorported the lighting that was in the retexture work
No. Maybe this weekend [it'll be in the main branch of the repo] if I'm productive with this week.
Looking good. Imo the whole room seems too evenly exposed. A bit of visual interest would be nice
Yea it's a habit from work. Need to keep the most measurement ratios under 2:1 for that
Is that brightest to darkest ratio?
The ratios of min to max, and avg to max are the ones I focus on a lot. Can't have things being too contrasty for day to day things.
Adam do you happen to work in archvis?
I see. Interesting
Adjacent to.
What is it
Archviz? Just visualization of architecture projects
Yes?
Like
Renders of malls and stuff
Yep, you got it.
Way less fun than you think. Not many clients really want you to spend lots of time on viz work since they already bought the building.
The headlight delima returns
I need like some way to turn them boys down in the scene.
I knew it. Every time I see archvis, it's always 0 contrast shit that you can't even tell if that's a corner, or just some funny paint work.
That's cause they don't know how to set settings in rendering software ngl
And that kinda reflects on your interior work here
I guess
An accurate archviz render sucks ass ngl. You gotta spruce it up in photoshop or tweak the render settings.
Or get really good materials and lighting, but there's likely not enough time
As always, time is the PITA. I heard pinterest have been taking the fun part from architects away
I thought of something crazy

Hmmm I'm liking it. Maybe some cozy indirect lighting bulbs on the roof could promote that fancy car lot vibes, like near the seats on bg
So
Is it delete it all and try again?
You know how underground 2 has a very specific lighting setup in garages. In the base game.
Oh boy
Lemme cook
I wonder if. Those reflections on the car. In the vanilla game.
Are handled by a cubemap
So if you can somehow find the cubemap in the game files
Recreating that specific setup
Would be easy

(I don't know if the game actually uses a cubemap, but I'm pretty sure it does because how else would they do it in 02)
Lol with our settings it's flat shaded I think

Who?
I'm pretty sure they are cubemapped, was reading the changelog/feature log of a HD reflections mod and they were referring to incresing cubemap resolution
The unreal remake
So it is a cubemap sitting in the files somewhere
Actually I'm not sure now, cause it was compiling the logs for 4 games, from U1 to carbon
https://nfsmods.xyz/mod/3363
[url=https://github.com/AeroWidescreen/NFSHDReflections]Github[/url] [url=https://nfsmods.xyz/mod/3327]Widescreen Fix[/url] [...
With wonky uvs right?
most likely
I can send you a tool to browse the .bun's or whatever the data archives are for speed games
That's a requirement
Go digging around in the big ol pile of textures
I think this is how we'd end up replacing decals, vynils and all the dynamic stuff we can't do in remix
Lol looks like those AI dreaming stuff
Only if necessary
Because then remix itself will start to lag
Trying to work with hq assets from source
There's 3-4 light sources for the car based on shadows
What about the skydome 
No viruses this time pls
Thx
Pretty sure this is the cubemap
Hey guys I got solution of my problem
NvRemixBridge.log:
......
[22:54:57.299] info: Initializing D3D9...
[22:54:57.300] info: Message channel MessageChannelServer established.
[22:54:57.728] info: Exception 0xe06d7363 at 00007FF825BDCF19! Saving minidump to 'D:\Game\nfs8copy.trex\NvRemixBridge.exe_20230810_225457.dmp'
......
d3d9.log:
......
[22:54:57.264] info: Process set as DPI aware
[22:54:57.264] info: Sending SYN command, waiting for ACK from server...
[22:55:12.931] err: The server process has unexpectedly exited, shutting bridge down until next game relaunch!
[22:55:13.042] err: Timeout. Connection not established to server.
[22:55:13.042] err: Are you sure the server was invoked by this application and is running?
[22:55:13.042] info: [Uptime] Server (estimated): 16s
[22:55:13.052] err: GetDeviceCaps() failed with: no response from server.
[22:55:13.067] err: GetAdapterIdentifier() failed with: no response from server.
[22:55:13.083] err: GetAdapterModeCount() failed with: no response from server.
[22:55:13.098] err: GetAdapterDisplayMode() failed with: no response from server.
[22:55:13.114] err: CheckDeviceMultiSampleType() failed with: no response from server.
[22:55:13.114] info: Creating a NON thread-safe D3D9 device.
[22:55:14.114] err: ...server-side D3D9 device creation failed with: no response from server.
[22:55:14.114] info: Creating a NON thread-safe D3D9 device.
[22:55:15.114] err: ...server-side D3D9 device creation failed with: no response from server.
[22:55:15.178] info: Creating a NON thread-safe D3D9 device.
[22:55:16.176] err: ...server-side D3D9 device creation failed with: no response from server.
[22:55:16.176] info: Creating a NON thread-safe D3D9 device.
[22:55:17.176] err: ...server-side D3D9 device creation failed with: no response from server.
......
This is my problem
I use ryzen4900H with intergrated GPU
and RTX2060
this bring problem
you should disable your amd intergrated GPU
now my rtx remix work!!
I found my solution when I install Vulkan SDK
This is where I discovered the source of my problem
💀🧢
Got any suggestions?
Like a temporary replacement, no need to push car material into repo
Do you guys know why the mesh transform for the race events/shops/cash/message/etc. billboards are positioned at world origin like if the transforms were baked into the mesh vertices?
Anyway to disable it, maybe, with a specific texture category? This kind of kills any mesh replacements for them (Also hashes are all different on each capture)
Animations change the hash no?
00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
oops
T0hat was my cat

Toe beans 
baby
I guess so, for the hashes it might explain what is going on
It's hers now
||In English, the word cat is gendered to female for some reason.||
He got some nice toe beans then
Yeah
LOL
Gotta teach him how to bath by taking a bath with him.
Has he started sitting on the exhaust fans from your desktop yet? My last cat used to do that.
All cats like warm places😹
I managed to fix the transform baking thing by changing fused world transform from "In world" to "In view" mode, but the mesh is still procedurally generated as it is animated, thus, random hashes. But, it keeps using the same material, so, is there a texture category I can put it to stabilize the mesh hash? I know it doesn't makes sense since the hash is changing, but maybe it collapses to a single mesh variant or something... 
Thankfully, he hasn't figured that part out yet, And it's summer anyways.
My last cat would sleep on my computer all the time
Yeah, im good
yeah
kitty
I think those are for the main menu, that had a pink tint to it.
There's only one folder with such textures called envmaps
If you go to the bins for the garages they have the same cubemap sides.
Okay
x negative
x positive
y negative
y positive
z negative
z positive
I'll try to assemble these in blender
But what axis the game uses?
Is the game
z up
Or y up?
Think it was y up
I can mimic it maybe tonight if we wanna try it.
Big ol rect soft box, and a couple of diffused spots.
Anything else you want me to mock up from tufu?
On another note: Are we able to add a mesh to an existing mesh? Like I want to add a light fixture to an existing building. Can I do that without removing the existing building mesh?
@ember river
Did tufu do any of the shops yet?
Are you over 30Y old
Your hands look old
Bro focus on the cat.
I wouldn’t trust the labels. Think the top the large rect, and two adjacent sides are the tabs.
It's literally just a large box in the sky
@tawny elk
Big ol soft box
A great example of simple, yet elegant.
Here it is in a 360 panorama form if you want to play around.
It worked so well, that I had to make a render.
##fypシ #fyp #рек байкус мысык
Bro's scared to death.
So that it doesn't litter the scene with too much light, but also makes the nice reflections that we're looking for.
Something like this.
Put this on a plane.
@tawny elk
Maybe cut the grey parts out.
Or this.
No idea how to do that :/
After letting the denoiser sit for a bit
Gotta go for now, I expect an art critique when I get back 
We might wanna make the turntable texture a bit darker to reflect less light.
Grayscale Reflectance = 0.2125 * R + 0.7154 * G + 0.0721 * B
I’d say something around .4 to .5 would be good.
Can you make the car 0.05 rough and 0.2 metallic?
Soon 
Got too eepy to do anymore work 
🛌
sleep well
I did reference irl solution though. Pretty sure it is meant to reflect light on the downside panels
I see you got ghost lights here, may be you should assemble the scene with mesh replacements in place. Also no idea why window frame shines
what do we have here 👀
its me lmao, remember?
the guy who told you to upload the first results with ug2
after a two month long hiatus
Where is glass material on car glass? Remix has one.
A little problem with it, so it's on hold now.
||Streaming from system with dGPU||
nuh uh
What abou car paints? We already have separate.usda prepared for each vehicle, why not add car paints there? Yes it will be same for each subaro in the game, but it won't be as ugly as it is now without any paint at all, the color values you can change without OV just in car.usda.
Or there is problem with textures that each body kit changes base texture, so if we force to use same paint texture it will be broken on some body kits?
The window frame gets set as an emissive for some reason
That’s why I’m asking about it 
NFSU2 w RTX Remix in 5years: https://www.youtube.com/watch?v=_V1URhdh8mI&t=198s
Shot on Sony A7 III + Tamron 28-75
Nissan Skyline R34 GT-R @pasha_sakhalin
Toyota Supra @s2kspace
Toyota Celica @andrian.m
EDDIE’s R34 Skyline @bioscok
Mazda RX-7 @denchik1jz
VW Golf @_romka_kechin
Subaru Impreza WRX STI @v_d_s78
Honda S2000 @vadko_rostov161
Toyota Supra @dobermann333
Nissan 350Z @max_owner_z
Pontiac GTO @detailing_pro_rostov
S...
It's kind of muddy tho imo
Can you make the outdoors darker
And maybe color em lighter
The outdoor lights
For some visual contrast.
wait woah
Thinking about the strong light beams, might sound counterintuitive but, making the ground shinier (low roughness) might help lowering the effects of the head/taillights in the interior
So the whole attaching ids to meshes is akin to the visiblity buffer rendering method?
or does the similarity end with the mesh ids
Cause materials do be important
Mmm
Man
These old materials are so pixelated that you can barely tell what they're supposed to be
I got a plan for that
let alone an AI being able to identify and upscale them
Yeah
Think I got it dialed in
Did you use a large rect light like the original?
Wouldn't the portions of the tailight's light 'under' the rearbumper be in shadow
I tried it and I can't edit the angle of the rect source so it ends up flooding the scene
oh oof
Have you tried making it a mesh?
so it's just a pointlight?
I'm not sure, but remix computes hashes for mesh assets on the fly based on the data that the CPU tries to upload to the GPU. I'm not sure which set of properties are used, like vertices, normals, UVs, etc., but is something along these lines
Emmisive mesh
If you wanna model all that go for it
icic
why not test i tout?
Wtf
wait nv,
Just an emmisive plane
nvm}\
We can't add that
Y
yeah
wut
Wake up soldier. We have a mesh replacement to make.
oke
Just a single emissive plane on top of the car
Make my advanced light fixture blend into usds pls
#1103377328530276403 message
idk how I can setup it since I don't have your repo to hop in your branch
wait, might be fucky wucky idea but
No
Why not replace car windows with a refractive glass mesh with the mesh replacer? Separating the windows from the car models into two different mesh files within say, blender, should be on the easier side, since they're low poly and since the oplygons are disconnected for whatever ereason
wait nvmslk
what does he say
Here's a very dim rect source
What needs to be done where, I didn't catch up with the conversation on the rect light things well enough
car
it is that mountain ride jump scare from ole yt days
On a more serious note
Does the RTX Remix rendering engine allow for screenspace effects, such as AO ?
I... Did that. Have problems with the interior material.
is done already?
Scrapped. Will wait for toolkit to attempt again.
oof icic
I can dream of screenspace beveling being applied on lowpoly sharp edges of various meshes in the game
No screenspace effects
What's stopping it from doing so?
The people making remix don't want to add any unphotorealistic effects.
Many reasons. As NV ppl would say, it is usually a user's fault having sharp edges rather than remix responsibility, as we can replace the very mesh. Also, things get trickier when dealing with a path tracer rather than regular rasterization, effects like AO as example, make no much sense if you can cast rays to approximate what the ambiental occluion should really be. On top of that, SS effects are limited to what remix provides us for now, afaik 
"ambiencial occlusion"
Man's coming up with the made up intellectual words.
lol sry, got lost translating from pt. "Ambient" translates to "Ambiente" and we actually have "Ambiental" in our vocab lol
Understandable
So you guys still need any help? otherwise imma go back to my jersey barriers and stuff
You're a smart man, right?
My mom tells me so, she says I have more chromosomes than any other kid at my year level
Can you look at the licencing here and tell if we would be able to use these textures?
Hm that last line in the pic is already a first barrier
I see, I see
Also whoops sorry, forgot about AO being anatural consequence of pathtracing
💀
Actually nvm, we aren't using for commercial stuff
Well think it is a nono 
They are quite restrictive 
I'd start offering a couple donuts
Hmm there is already an replacement for the concrete ground mat_861091EEF7EF3E9C by EAWorld in the main repo, although I don't think it was meant to be concrete 
I think the floor is fine
Oh, you mean the ceiling
Would it make sense if we shoot for some soundproofing carpet?
No it'd be nice smoothed concrete
Aight, lemme cook
I think the brightness of the base layer for the floor is a bit high
maybe some fancy porcelain tiles
Do we really need "Oooooh shiny"
We need non-cliping diffuses for sure
Is it really clipping anywhere? I can believe there are few pixels in the separation line, but not a concrete flat part
It is grey?
I think I masscured EAWorlds scene but I like the tile
I tried the culling stuff for ug1 map mw port
No it's white
The stuff didn't work pretty well 😂
I did take as reference an IRL solution. More accurate
Whites this white don't exist in the real world.
That's polished aluminium
Ohhh
And I'm pretty sure that's bright grey
Nah its 255,255,255
Metal and Roghness maps did the trick .-.
I could slap the bollards material in them, just need to reunwrap the mesh 
Wait, is it even Albedo?
I don't know it's your texture 
Which texture is used for red rope?
The thing I'm more concerned about is the fact this bollard texture is so big
They're painted steel beams, so I don't know how well your bollard material will match that
Oh I was thinking about polished aluminum as brushed steel, sry
Any IRL references of the look you guys are looking for those beams?
Beams?
They'd be like this. Plain painted steel collumn.
And don't forget about modelling joints!
U mean like those? Cz everything else seems just like a bent/curvy beam
Bruh
I wouldn't worry about modeling the connecting joints 
Curvy beam?
Spent all the money on that instead of the rest of the building
Yeah, exactly
Those knee shapes?
To be fair I can't imagine a stable structure using such beams
It's held up by the wonky uvs
Where's that irl?
yeah I wouldn't think those are for supporting the building. They look much more like thin aluminum sheets bent around the already awkward ceiling shape, much like elevator entrances. While this bit here in the second pic could be a supporting beam
That'll be stainless steel then
I mean, here it looks like some interesting coating around structural beams. No bolts etc around joints
That's fireproof paint, it's got a little bit of shine to it but it's just white paint at the end of the day
Judge me as you wish, but I'm looking at some references from flo's cafe from Cars park (at disney park?) 🤣
Rip the grain
Painted steel with a sandblast finish(?) right there.
Hmm cool
U guys think the bollards material would fit in?
Think that's a solid metal giant beam?
Not really
Yea otherwise you'll have to make the whole thing a canteliver support via antigravity
Don't doubt the money disney has to spend on theming 
Well I had to google "canteliver" up. Think here in brazil the equivalent would be called "French Hand" (Mão Francesa)
Let's consider those beams fully decoration then :D Here's the structure
Should we worry how this whole ceiling structure is help up or we just leave it to the unspeakable taut UVs?
UVs.
It will be hidden in the wall :D
The roof is cantilevered 
Lol I kind of like that, less work. Lets sweep that under the rug then
If someone ever ask for explanation
bro playin poly bridge already
Hmmm looks cool. A bit scify though, but cool indeed
Structure is a bit scifi imo so that's probably why I'm steering towards it
I think the first pic might be better, imo
Lemme go look at some more digny dealership lighting and revise
I'd assume using light shapes to visually support that beamy structure would be better idea than placing them onto. But can't tell for sure until scene assembled all together
ultra accurate velvet material for ropes when /s
UVs don't agree with you
😭
how did they fuck up the uvs on THAT of all things
the rope is a deformed cylinder
I tried lighting the structure verically and it just ended up looking a little too bleh
So how do I convert my object into a mesh replacement?
You mean, the lamps you've modeled?
Send them to me and I can append to the beams structures
Maybe you can group them all and export from OV as USD
not yet; current development is on the UI, he's been at that for a few days straight
would recommend you join the server and ask directly there instead of waiting for an answer here since the focus of this place is RTX Remix and not a semi-unrelated fangame
Yep
Should I include this single lamp on the shop as is or make that long array of lamps like in the pic?
I'll have to tweak the array, so I just need the single lamp
I'll have to reposition it in the Xform prim since the mesh itself for some reasons didn't align right
Some world transform baking happened
Oh yea it was at an angle in the blend file
It was almost right, just slightly offset
well I didn't add/remove any details, just some loop cuts for beveled edges and most important, better UVs, and I'm noticing now I made them way too dark. Lemme fix real quick
Here is your lamp btw
.7
Grey
Here is all you guys need. Just add the usda file in the mod.usda and be happy 
The usda is easy to mess with, it is just the second pic, while the materials you can just open the USD files in OV, make the changes and save
I used this path to place these files
Not necessary though
A revisit to make all this garage scene come together with full mesh replacements will happen in the near future (tm)
You plan to do all replacements to all garages?
Yeah, but in the future, some months to go yet. There is so much to replace in the game yet
Yeah when do you think will NFSU2 look like real life?
I want NFSU2 to be the first photorealistic game using RTX Remix
Well well, many of the things we are relying on to make the game look much much better depends on the runtime being improved by NV to support more custom modded stuff, so we're working with what we've got now, and looking forward for updates
Went down a rabbit hole about the whole what color can the albedo be, found this nifty thing https://pyco.gumroad.com/l/pgtool
Developed in collaboration with Chris Brejon, this tool allow you to check if the gamut of pixels of a given image are in the Pointer's Gamut or not.Translation: Check if your textures(diffuse reflectance i.e albedo only) are physically correct.This is a command line tool, it means no interface to interact with. Please refer to the documentation...
Sounds a little overshoot for project like this
It just makes sure you’re not using values that aren’t physically possible and make things look off. 
I see Remix environment not being capable of using such a tool to its full to be honest. Realistically you won't spot the fake color for sure unless you have really accurate light passes which is not achievable with real-time engines. So only obvious mistakes can be spotted
Sad but true. Also, with all the amount if approximations like dlss, denoisers, etc. makes even plausible colors look off, but it is still a good guidance. Better doing what is right, maybe in the future the runtime inproves and our work remains up to date
It’s completely capable? This sort of limit applies to any PBR render. It’s just to prevent things from being impossibly bright, or impossibly dark.
Even with the large amount of approximation going on, wouldn’t it be better to keep the approximation’s starting points within a realistic range?
Yup, that was my point by "doing what is right" to keep our work up to date. Totally agree 😉
Hey @tawny elk , I'm giving the avenue medians a go now, and I'm collecting some artistic references from LA/Beverly Hills. Do you have anything else you could point me to, specially technical? Or anything really
J Utah just drove there a month ago 
https://youtu.be/Sn_z1uHmGJ8 I'll grab some time stamps. His color balance is off from the windsheild tho just a heads up.
Driving through Beverly Hills on the way to Hollywood via the Sunset Strip in Los Angeles California USA. Group travel on this LA trip and had audio issues on this video, but no time to fix so put on your favorite music for the 2nd half to the video. Hope you are all well, staying strong, and optimistic!
Starting Point: https://goo.gl/maps/6n...
13:40 - strip from thumbnail
23:20 - generic grass median
27:08 - "fancier" low shurb median
Street you're looking at in your refs is called Rodeo Drive. All the luxury brands have flagship stores there https://www.google.com/maps/@34.070432,-118.4042411,3a,75y,135.08h,94.91t/data=!3m6!1e1!3m4!1sSvWpqe3Bmz-lbuzdgVQgfw!2e0!7i16384!8i8192?entry=ttu
More fitting for Beacon Hills than the downtown imo
Currently modding a car in the main menu and for some odd reason the neons are stuck at red, no headlights, and no window tint xD
Default emission color is red
ah ok, thank you
My man, thank you vm!
Right at the start there are some refs for the yellow water buckets
The ones on the highway?
yup
They're filled with sand for the most part now, shape is still the same though. You can still find a ton of references by the trade name "Big Sandy Barrel"
that smoothness just gives me a videogame vibe, what in the hell is wrong with me
What is the motivation to change for sand? Isn't sand like, much heavier to dampen any collisions?
Water gets really gross if you just let it sit ||it turns to a cloudy black biohazard tbh||. It also freezes.
Yeah, we're so used to watch 24fps videos/movies
60fps HDR walking videos are my thing 
You seem much like someone who would slap a dash cam on your car and start a YT channel just to drop such raw videos
You'd think. I only like watching them in the background. I don't really wanna create that kind of content, much too boring to actually produce.
Well, if I were travelling around with my car frequenctly, I totally would. Every day that passes I feel more inclined to spend some real money on professional CG artist rig, grab references, photoscan everything that "doesn't" moves, and grab references from anything
The only thing I've been needing is a color checker and prob better DSLR.
And better refences cause all I got is architecture 
All I got is my phone and a gopro for now. Looking for starting with a DSLR
why
You will have to initialize an empty repository in the folder you want (the game folder I suppose), add [email protected]:Ekozmaster/NFSU2-RTX-Remix.git as remote origin, and checkout to the main branch forcedly. Idk how to do that using the GUI, but in the Git Bash tool you just:
cd "C:\Game-Install-location\"
# Initialize an empty repository in the game folder
git init
# Add NFSU2-RTX-Remix.git repo as the remote origin of this local repo
git remote add origin [email protected]:Ekozmaster/NFSU2-RTX-Remix.git
# Fetch all the most up to date information about the repo
git fetch
# Jump into the main branch with "-f" to ignore game files, so you get the latest stuff from the repo
git checkout main -f
righ
Seems like remix doesnt it? And the roads and lighting looks way to familiar to me
Because the og game cant handle puddles like that, not even with texmod
i think its obvious
@ember river Water barrel thingys
Screenshot from some racing game
idk I was watching a video
Lol good one
Yeah, those are pretty, and the OG game are like yellow hexagons
"So now I'm rolling down Rodeo with a shotgun"
You can see how the reflection are made with a graphic debugger here #1103377328530276403 message
Thank you so much!
I do have a few questions though
Which debugger is this? I've been looking for a proper D3D9 debugger myself Edit: nvm got this one
And this confirms the reflections are planar? The game issues drawcalls for a lower res lower lod car upside down and sticks it on the image?
@chrome meadow Got Nsight 5.6. Had a pain and a half trying to scout out VS 2017 to get it to install. It doesn't seem to recognize my 3050. Makes sense, since it was before the 3050's time. Is this a dead end on my laptop then?
Mind not, for he launches
Now, to get the actual debugging working on the other hand...
game launches as normal, nothing more
How did you get the 'ingame' overlay working? I know it's a capture, but all I can get out is a spreadsheet esque listing of api calls
Is NFS Heat Underground 4? (Or 5 if you think Carbon is NFSU3)
NFSU6
Huh
Dang
NFSU1
NFSU2
NFSU3 - MW
NFSU4 - Carbon
NFSU5 - 2015
NFSU6 - Heat
I found a reddit claiming NFS Payback is better than NFSU2


