#NFSU2 (Need For Speed Underground 2)

1 messages Β· Page 33 of 1

tawny elk
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I have no idea how one would use unreal for texture creation

cloud crypt
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getting better but not what i want...

tawny elk
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Need to whip out something to fix them UVs or change your texture size.

cloud crypt
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Yeah, im on it

plain lantern
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Observatory Building quality KEK

slim coral
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Why do the roads have a lot less puddles than alpha 0.2

lyric hull
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How do I download the release versions of Bridge and DXVK? There's no links

cloud crypt
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@tawny elk i think i finally got what i wanted

cloud crypt
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@ember river what do you think?

cloud crypt
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you need a git account to download them

lyric hull
ember river
cloud crypt
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doesnt have a color, its a white texture

timid prairie
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#1103377328530276403 message
How bad does it look?

balmy chasm
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If you added Adam's light over our repo, it is definetelly overlapping lights. When I've been adding my PR to the project, I had to remove few duplicates from other random .usda

vague sparrow
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there seems to be different branches of everyone's project that's causing issues

balmy chasm
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Well, I did organize my branch into the Shared Structure, so rewriting my files can be as easy as it is possible

jade briar
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I still don't know why he did that

normal drum
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Would it be easier to convert car models from NFS undercover?

ember river
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Weird, I was referring to the tone difference in this pic specifically. The pillars and beams are different than the concrete above. Guess it might be a lighting issue then, as other pics look ok

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@cloud crypt

cloud crypt
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Yeah

tawny elk
vestal pier
ember cobalt
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Remix uses dxvk actually, to wrap from dx9 to vulkan

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but only dx9 works with Remix as the input

pallid river
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Found a whole highway with no lights
but idk which light belongs to the poles

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I just added warm lights for now

pallid river
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What's with a bunch of stuff showing up like this from capture?
It carries over to in-game as well if you make any edits to these objects.

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Is it alpha or something?

tawny elk
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Yep

blazing bone
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Can we replace the light poles please? πŸ₯Ί

pallid river
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this ui texture wasn't marked

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causing smearing with dlss/fg

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same here

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and here

jade briar
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A bunch of textures weren't marked

pallid river
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I'm so confused rn.
An building is just gone when ehancements enabled.

vague sparrow
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its probably some mods interfering

pallid river
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I mean it exists in normal project and isn't duplicated in layers.

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I have no other mods also

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guess i could delete that and see

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yup that was the issue

balmy chasm
pallid river
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So I just tried adding a roughness map to another building and for some reason it completely broke the texture

balmy chasm
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When you add any texture it applies defaults on other channels

pallid river
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I did the exact same on another building and this didn't happen
so what did I do wrong here?

balmy chasm
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Chances this other building had diffuse overwrite already?

pallid river
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doesn't appear so

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just a capture texture

balmy chasm
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If it has reference to capture folder, that's bad

pallid river
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I see.

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looks like buildings haven't been touched at all by anyone yet

balmy chasm
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Hemry is doing some work

pallid river
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not even sure where I would put textures for normal buildings then

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guess I could just make it a second mod as to not interfere for time being

balmy chasm
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Go up to the Artist Notes

pallid river
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kinda just making random tweaks and additions to see how things look

balmy chasm
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You might want to do mesh replacements instead of just textures

pallid river
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I'm gonna be real I know nothing about that.
I can do the pbr maps, material and light stuff, and not much more.

balmy chasm
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Are you the one who worked in Substance package?

pallid river
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no

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So far only real addition I've made on my own is a whole highway of lights that were missing.

balmy chasm
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I mean, you can assist modellers with textures if you learn appropriate tools for that

pallid river
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okay I found where textures would go for buildings if I actually wanted to add anything.

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okay so moving textures to proper path fixed the issue

balmy chasm
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Hope that's not captures folder

pallid river
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looking for where my highway of lights would actually go

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it's just a light added to mesh

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found it

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guess that's all in da right spot now

pallid river
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just added a missing set of sidewalks in fortunion

pallid river
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wonder if there is any way to have animated lights

balmy chasm
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Only if they're animated in game through changing mesh_hash

ember river
# pallid river

With a little bit of luck, that green halo is a unique mesh in which you can replace to have an emissive look inside a proper semaphore fixture thing mesh

leaden summit
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@jade briarHello, can you send me the corrected file of nfs2

jade briar
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The what now

leaden summit
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i will try it

jade briar
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what

leaden summit
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bridge-remix dxvk-remix files have been removed so I can't install

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so I asked for the installed file that you have.

jade briar
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I don't think they have been

dusty grove
jade briar
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Everything is there

leaden summit
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i got it

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I have another problem I can't run full screen

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game won't open when I install wide screen fix

jade briar
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Rename d3d9.dll in the main game folder to d3d9.asi

jade briar
ember river
# jade briar <@544327892599963668> Do you see this?

Yeah, I was tracking them down a while ago but there are plenty of those scattered around the map. We have an issue on our repo about them. Not sure what is causing it though, maybe is a missing preserveOriginalDrawCall flag. Idk

jade briar
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I see

cloud crypt
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I posted them already here a while back. Have the same problem

cloud crypt
jade briar
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nuh uh

cloud crypt
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d3d9.asi doesnt work for me, remix wont even hook then

jade briar
cloud crypt
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πŸ€·β€β™‚οΈcool that it works for you, but not for me...

severe solstice
cloud crypt
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I didnt say it wouldnt work, but it doesnt for me, and remaming dinput8 to dsound is more compatible.... Then nobody has the risk that it couldnt workπŸ€·β€β™‚οΈ

pallid river
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No clue what that means.
I'm lame so it's an emisssive mask

cloud crypt
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πŸ˜‚πŸ€Œ

pallid river
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Which was annoying to tweak because remix would not register any edits I made to the texture unless I moved it into a different folder every time I hit save.

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I wonder if toolkit uses the ai model thingie to make the model edits

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then I could actually do models lol

jade briar
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Not models

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But textures

ember river
pallid river
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so your saying rather than editing the traffic light's texture I make a mesh for each of the 3 signal lights?

vague sparrow
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Mesh replacement required

pallid river
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but how would that make it animated?
Is that where semaphore comes in?

vague sparrow
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You just need to add in separate models or modelled texture as a child mesh

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And anchor it on top of it

ember river
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Well I mean, if the green halo alone is a separate unique mesh, you can replace that with a LED light, while also having another mesh for the semaphore fixture, so if the green halo blinks, the mesh you added to it will also blink

vague sparrow
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Yeah I was telling the same thing

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Well in this case

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A light fixture could work

pallid river
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h u h

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would the traffic barrier on the title screen happen to be such a thing?

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or is that built into the game

vague sparrow
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check if there's a separate hash for those semaphores lights

pallid river
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would love to but I think my game is now busted

ember river
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Well, I only see semaphores blinking yellow 24/7, no green or red lights examples to check Peepo_Think

pallid river
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could the yellow blinking one just be edited?

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idk what happened to my game now.
I thought it was cause I renamed the d3d9.dll so I replaced it with a fresh one and no luck

ember river
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Well I don't think so, the halo texture is reused on many light poles, attention lights and such as well

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so, ditching out my original idea

pallid river
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any way to disable remix without deleting the files

ember river
pallid river
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πŸ€¦β€β™‚οΈ

ember river
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or anything else that isn't loaded by the game

pallid river
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ok so it's remix breaking the game as shown above

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ui works but no picture in game

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I didn't edit anything since last night so I guess I'll reinstall base remix files

ember river
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Have you categorized some textures by yourself, maybe as UI texture?

pallid river
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I categorized the speedometer and sms as ui last night

ember river
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If you categorize a world texture as UI texture, the graphics get really fun some times

pallid river
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but I've restarted the game and such since then before this happened

ember river
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If you saved the rtx.conf, it will remain as such. Try using the original rtx.conf from rtx-remix-defaults folder

pallid river
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it was the conf

ember river
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Yeah, I've noticed some textures remix categorizes by itself implicitly. I'm not sure what those textures were meant for, specially that round circle. Maybe it was some fake shadow used by some entity in the world, idk

pallid river
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oh I think it wasn't the circle I needed marked it was the speedometer numbers

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I just deleted 10 ui textures from latest and it didn't solve it so it must be something else I'm missing

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just copying and pasting from default now

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yeah isn't ui tex

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NO WAY

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IT WAS FUCKING FREE CAM BEING CHECKED

ember river
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lol KEK1 KEK2

dark sail
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Hey so I've successfully installed this in the past, but I wanted to use NFSOR (need for speed online reborn) to play with my friend and found out that my copy wasn't compatible with NFSOR, so I got a new copy and installed RTX Remix the same way as before (and watched the video guide again to make sure I did it right) but it just won't launch the game unless I delete d3d9.dll

tawny elk
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Rename it be an asi.

dark sail
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Awesome that worked

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Thanks

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Now it's running at like 15 frames though, which is weird cause it never happened on my old copy that did work with the dll

tawny elk
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Uh are you sure remix was working before?

cloud crypt
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You have to turn it to performance mode

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Its set to full resolution by default if i am correct

dark sail
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I'm sure it was working before, even on balanced it was running better than this, and I have it on ultra performance now, still a little slow and missing most of the light

cloud crypt
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Then you did smth wrong XD

dark sail
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Yeah fr

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I even copied my all the rtx files from the version that's working and it still runs slow af, it seems like the asi version just performs worse than the dll

cloud crypt
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Rename dinput8 to dsound and rename .asi to .dll again

jade briar
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No

cloud crypt
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Yes

tawny elk
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Maybe

vague sparrow
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Precisely

jade briar
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Undoubtedly

dark sail
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indubitably

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Turns out setting an fps limit in extraOptions did the trick to fix performance, and the missing lights was cause the world detail was turned all the way down

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I also turned the rain size to 0 which helped reduce stuttering

jade briar
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@sharp sinew have you figured out how to disable shadows for the skybox?

sharp sinew
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No sir, shadow casting as always I'm afraid

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You can poke a hole in the sky dome and point your direct light into that hole. Works on chess titans

jade briar
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So I was thinking about the ending of portal rtx. There's no sun light in the last scene. It couldn't have been an oversight

sharp sinew
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Oh yea good catch

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I did get it working once now I think about it. Not sure how though

jade briar
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Did you?

sharp sinew
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I was having issues with bc5 images and got grumpy and gave up though

jade briar
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Hmm

sharp sinew
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The meshes I used are in chess titans mod download. You have that don't you

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SkyDome.usda

jade briar
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I think I do

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Yeah

sharp sinew
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Have a look at it in notepad and compare with a normal USDA file. Might be a clue

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Back face culling or something

jade briar
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@ember river

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Pom test on the sine walls?

sharp sinew
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Make a heightmap for a texture you already have in game. Search mod.usd for that texture for example "sinewall_diffuse.dds" or something and I select the line with four tabs and a "(" and paste this over it
#general-remix message
Replace texture path with diffuse map path and swap the diffuse texture name for the name of your heightmap

ember river
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The original I made I didn't even bake highpoly to low poly normals, it was just bump map -> chaiNNer

ember river
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I've been working for some really long time on this. Any feedbacks, maybe something obvious I'm doing wrong?

ember cobalt
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damn, that's looking really nice

jade briar
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Looks kinda weird right now

ember river
jade briar
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In general

ember river
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Good one. I'm still thinking about what to put in the middle, and also to fill the grass tops surrounding the palm trees and poles

jade briar
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Grass cards?

ember river
jade briar
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Yes

ember river
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I have some cool stuff on my backyard, but its night time rn

jade briar
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Ur phone has a torch?

ember river
digital salmon
#

Buy us a coffee: https://ko-fi.com/2unreal4underground

Get more information on our discord server: https://discord.gg/NcXcVWtFyj

Link to Ivans Channel: https://www.youtube.com/channel/UC2iKJPXiC7vFyBsynfd_XNg

Helloooo peeps, this time I cut together a few things super professionally.
The biggest achievement is the implementation of a newly cr...

β–Ά Play video
dapper root
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Hey guys, any idea why the game freezes and stops responding when entering the car lot for the first time?

jade briar
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reinstall

dapper root
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;-;

ember river
dark sail
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Hey guys if you've noticed some areas turn completely black I fixed it, let me know if you want me to upload my rtx.conf

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Or if anyone has a really good config could you post it

jade briar
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What did you change?

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Some areas are dark because no lights have been added yet

fiery steeple
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pls help

jade briar
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I can not understand a single word of that

ember river
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Seems like a permission error pretty much. You installed the game in a folder in some way that you don't own and have no rights to edit the WidescreenFix.ini file. You can either change the owner of the whole NFSU2 folder to be your windows user, or install the game somewhere else where you'd have more control

fiery steeple
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how

pallid river
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No stick third party stuff in program files cause windows dumb
even as admin windows will laugh at you in there

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so either move game to root of drive or some other folder that isn't windows owned, or do that

visual remnant
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Better move the game to a different place instead of messing the Program Files permissions

pallid river
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or move the ini to desktop, edit it, then drag it back

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idk what perms you have so that may or may not work

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there is a reason where steamlibrary isn't in program files lol

visual remnant
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This game is pre-UAC era so it will not cooperate well in Vista style Program Files permission environment.

fiery steeple
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ok

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game open close pls help

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pls help

pallid river
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did you rename dinput8.dll to dsound.dll?

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wait a second

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why is the github stuff in your dxvk-remix folder?

visual remnant
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That's the git repo for dxvk-remix, you don't need to donwload that.

ember river
vital zinc
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It's running but yeah, as you guys mentioned πŸ˜„ 2fps

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will try to change resolution cause i have qhd hehe

pallid river
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dlss

vital zinc
pallid river
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HAHAHAHAHAHAHAHAHAHAHAHAHAHHAHAHAHA

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F in chat

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maybe 720p?

vital zinc
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okay, now i can check it at least, it works πŸ˜„

vital zinc
pallid river
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what radeon

vital zinc
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6700xt

pallid river
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also uh I think I might see something that's tanking your fps...

vital zinc
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it's undervolted a bit

pallid river
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WHAT IS THAT

vital zinc
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gonna try TAAU

vital zinc
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some stuff to do u know

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i have 16gb ram, can afford it.
cpu ryzen 5600x. will play with some settings, in case of any success will write here

pallid river
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you can turn off high quality denoiser

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can lower RIS samples

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it's bugged and RIS count affects performance even when not in use (at least it says not in use)

vital zinc
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thx for tips! its int rtx.conf, right?

pallid river
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the menu with alt+x is easier

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first is under normal graphics settings

vital zinc
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i can't see it with 480 resolution ahahahahaha

pallid river
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second is under lighting in dev menu

vital zinc
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ahahahahaha

pallid river
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use taau at 4k idk

vital zinc
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oh, i see the y-scroll

vital zinc
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Okay, I changed a lot of settings and on modified high preset it looks kinda ok in stretched fullhd
but not playable. if i put resolution to 0.5, it's playable (if I want to buy a new videocard in few months because it will burn haha), but looks like a game from early 00's (second screen). i did something with my shadow and forgot about it. Gonna try some different settings, because it's a lot of fun, reminds me my 3d max experience haha. thank you guys. I will research for fsr, if it's applicable

ember cobalt
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then turn on TAA U, and use 0.5

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this should retain a lot of graphical quality while improving performance

vital zinc
pallid river
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what's the big box around the car though

vital zinc
pallid river
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that's ain't from remix

vital zinc
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I changed this setting randomly and forgot where it is

ember cobalt
vital zinc
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gonna find later. its 5am now

pallid river
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make sure you have the right nfs settings too

ember cobalt
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i did forget that the textures aren't marked in those configs though. gotta transfer that from the ones in the repo

vital zinc
ember cobalt
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yeah, that's from textures not being marked. my bad

vital zinc
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I see, I backuped anyways so np

ember cobalt
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just turn on TAAU

vital zinc
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While I played with settings I understood how it might look. But my card just can't give me even 30fps on fullhd with cool settings. I love indirect lightings but this setting is so heavy

vital zinc
ember cobalt
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with those settings + TAAU, i got double the FPS that i had with my default config in a couple other games

vital zinc
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Yeah, that's dope. but i put resolution to 1. overwise I got colin mcray 2.0 πŸ˜„

ember cobalt
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lol

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how's FPS?

vital zinc
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10 or smth haha. amd counter doesn't show it right

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with 0.5 it is 20-25

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full hd

ember cobalt
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ouch. it's a shame that AMD cards perform so badly in PT

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that's about as low as you can go in terms of settings without sacrificing overall image quality

vital zinc
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I will research about fsr integration with this nvidia technology, maybe will find something.

ember cobalt
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support for FSR 2.x has to be manually added to Remix. after FSR 3 releases, i imagine there will be a lot of people wanting FSR support to be added. a lot of us are on 20 and 30 series Nvidia cards

vital zinc
ember cobalt
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you can use tools like magpie for FSR 1.x, but they have a high performance cost and also just don't look very good. TAAU is better imo

vital zinc
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thank you for valuable info. send you a hug. this is so awesome anyways. I think that 6800 and higher can provide 30+ fps in full hd in this mode. But I chose card mostly to play in aaa games like rdr2 etc and I bought it for 300$. was a nice deal anyways.

gonna sleep now. it was interesting. thank you all again. wish u all the best ❀️

vague sparrow
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Than magpie

ember cobalt
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for me it was actually worse

indigo dust
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RDNA3 cards run path traced games better, but RDNA2 is just a catastrophe

ember cobalt
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does this game still have that annoying DLSS ghosting issue?

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for example

jade briar
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yes

ember cobalt
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okay. could one of you add onto a bug report i'm filing with details regarding it? i'll post the link here when it's done

jade briar
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I'll check

ember cobalt
vital zinc
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guys, is it any chance to use these textures without rtx? I decided to run the game with graphix mode and m looking for textures, so many oversharpen crap. and textures here looks amazing btw

surreal ruin
vital zinc
surreal ruin
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The only way to convert them over would be to use a 3D tool to bake the final materials into a diffuse texture only, which would be a ton of work and would look like shit due to losing their dynamic rendering

vital zinc
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for first part there are should be a ton of plugins. but i see the point. they are rednering dynamically depending on camera position I guess, so its pointless, right?

surreal ruin
vital zinc
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and lightings etc

surreal ruin
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And yes there are ways of doing it, but you'd have to set up rendering pipelines that actually make them look good, pick out HDRI's to match the environment etc etc

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It's not a one click conversion

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And even after doing that, you'd still just end up with static images as textures

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Which completely ruins the entire point of any of these textures haha

vital zinc
vital zinc
surreal ruin
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I'm not saying it would be hard to do, it definitely wouldn't

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But it would be time consuming and visually look nowhere near what you see in the pathtracer

vital zinc
surreal ruin
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That does sound preferable

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If we could just plug in a normal raster renderer instead of the path tracer we probably woulda done that tbh

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Same workflow just.. without all the issues XD

jade briar
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I mean. If someone's up to doing that, then that'd be great

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Remix is open source

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So implementing a good raster renderer should be possible

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And not really that hard

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Just need to make a raster renderer

surreal ruin
jade briar
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Aight

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Get to work

surreal ruin
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I would, but uh, my dog ate my pc

jade briar
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Oh...

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Understandable

surreal ruin
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Yeah it's a real shame! Was really looking forward to simply writing a renderer too! Gosh darn 😭

jade briar
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Maybe next time

surreal ruin
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Aah yeah no I think my dog is eating my next computer too

jade briar
simple light
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where did the tutorial for downloading and installing this go lol

jade briar
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Check the GitHub repo

sharp sinew
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oh right

surreal ruin
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Yeah me too.

jade briar
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That does appear to be true

soft isle
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Im sorry about that 4yr old daughter had my keyboard when i wasn't in the room

surreal ruin
#

Why would you delete the highly complicated code she used to communicate with us? I was just about to ship the parts she ordered for that lazer pistol!

soft isle
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lol I deleted to keep the thread tidy

surreal ruin
#

This thread... tidy... hmmmm...

jade briar
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Calling this thread tidy would be a huge exaggeration

spark moon
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Working so many ppl together making more complicated can make new game if u guys have this much knowledge which will be easier than working on a old game

jade briar
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I'm just a mere artist

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I have very little knowledge of game dev

surreal ruin
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@spark moonYeah this is severely underestimating the difference in actual dev vs modding

vague sparrow
jade briar
spark moon
surreal ruin
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And yes you're correct, tonnes and tonnes of people are making games in their spare time now! And 99 % of those games are never seen or finished X)

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The amount of unfinished projects I have myself is quite staggering

jade briar
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I think that's the theme with every art project

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My blender folder has 414 subfolders, and a good 75% of them are unfinished

surreal ruin
leaden belfry
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hi guys, why do you all have matte cars? Is it possible to set roughness to 0 in material?

surreal ruin
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You can overide and do it to one specific car on your local machine for example, but as soon as anything about that car changes it won't work anymore

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The lads are trying to figure out how to work around this but as of right now there's nothing we can really do about it

leaden belfry
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oh ok

surreal ruin
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What changed?

jade briar
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I don't think it is

surreal ruin
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Not quite so neat!

spark moon
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under terrain system experimental they have added material settings speratly....set the vehicle color to terrain texture then adjust material settings....change cascade map first level to 0.100...try

surreal ruin
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Aaaaah

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That's just about the hackiest workaround I've ever heard, but that would make sense

jade briar
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That's not very

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uhhhhhhh

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yeah

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Sub optimal

surreal ruin
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It's not a GOOD solution by any means and it does mean this project couldn't use the terrain feature

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Luckily, I don't think we'd ever need to?

jade briar
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Probably not

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All the meshes in the game are static

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And prebaked

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Except for cars

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But they aren't terrain

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So eh

spark moon
surreal ruin
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The issue there is that every car would be bound to the exact same material settings

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Which is certainly better than 100 % matte cars, but definitely not a long term solution

spark moon
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works for me little buggy as in experimental

spark moon
ember river
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Problem with terrain system is it works as a orthographic top-down projection, so decals and paint details on vertical surfaces of cars will be smeared vertically

surreal ruin
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Oooh yikes das no good

spark moon
#

rougnees to 00 or something

surreal ruin
spark moon
surreal ruin
#

The cars need to be able to have textures, which with this method they can't

spark moon
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yea not perfect works for san andreas

desert ridge
#

The new height map feature look quite promising, but some textures appear slightly misaligned.

#

height map without normal map

#

height map with normal map

#

normal map only

#

I think it's best to use actual geometry for the tire tread.

balmy chasm
#

What is the new height map feature? Does it work in Remix?

desert ridge
#

It's a new remix feature that allows you to add the following parameter to the material.(AperturePBR_Opacity.mdl only)
asset inputs:height_texture = @./DAE96F69F1569E50_height.dds@ (
colorSpace = "raw"
)
float inputs:displace_in = 0.05

balmy chasm
#

Does it work as subD+displacement?

desert ridge
#

I think it will look great for the road texture.

#

No, it's a traditional parallax effect.

balmy chasm
#

Roads don't have much of an elevation to be fair

#

That's a greyscale

desert ridge
ember river
#

and normals?

balmy chasm
#

Have you applied it to tire surface only or entire wheel?

desert ridge
balmy chasm
#

You showed the full height map

jade briar
balmy chasm
ember river
#

I'd rework the mesh itself, so you could add more polys to make that tire round, remap the UVs to make better use of texture space, maybe could get away with a 1024x map Peepo_Think

desert ridge
jade briar
#

Based on pom

#

But a little different

balmy chasm
#

Well, I mean... We don't need to model car engine insides at least. I've seen how well they can look with such method

desert ridge
balmy chasm
#

Sure. But I hope they'll add it so creating a building a matter of applying a texture on the flat plane

desert ridge
#

All the chairs, tables and sofas are BlenderKit assets. When I use these high-poly assets in Blender's geometry node, it causes the software to hang. Therefore, I have created low-poly versions of the sofas and tables for the time being. I hope it can maintain good quality geometry while remaining stable during gameplay.

#

The polygon count is a bit too high right now.πŸ˜…

ember river
#

Modeling vegetation for this game has been really joyful

vague sparrow
#

some of these day times shots are realy impressive

balmy chasm
cloud crypt
#

Its a hard shadow caused by remix.

#

And why should you want sss

#

In my eyes, subsurface scattering is kinda bad

jade briar
#

yes, and sss gets rid of the hard shadows

cloud crypt
#

But you cant implement it...

#

Atleast not for now

sharp sinew
#

Btw you can creat MDL files with substance designer. Isn't that the format remix uses?

jade briar
#

interesting

#

I think the shaders used for the runtime are hardcoded

#

And the mdl files are for omniverse only

#

I could be wrong

sharp sinew
surreal ruin
#

If you want to get rid of the hard shadows all you have to do is some manual vertex normal editing

#

It's how we did it in the beforetimes, before we had fancy SSS

#

Just make the bottom normals face upwards in the same general direction as the upwards faces

#

This will shade them accordingly

balmy chasm
#

Great solution ngl

jade briar
#

But it's not the beforetimes anymore

#

We're in the ago of realtime path tracing

#

Give me real sss, or give me death

ember river
vague sparrow
jade briar
ember river
# sharp sinew Btw you can creat MDL files with substance designer. Isn't that the format remix...

We use MDL to roughly show in OV how the runtime material will look like, and to save material properties in the usd/usda file in the way the runtime can parse, but the shader is still hardcoded. They use slang btw:
https://github.com/NVIDIAGameWorks/dxvk-remix/blob/main/src/dxvk/shaders/rtx/concept/surface_material/opaque_surface_material_interaction.slangh

GitHub

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

sharp sinew
#

Oh right, that's a shame. Cheers Eman

#

Need a technical artist in here

sharp sinew
#

Car shaders and sub surface scattering

surreal ruin
#

Do we have access to clear-coat?

#

Because if so we can get some nice looking carpaint without hyper complex shaders

ember river
surreal ruin
cloud crypt
surreal ruin
timid prairie
cloud crypt
surreal ruin
cloud crypt
#

Corrected the sentence, a word was missing

surreal ruin
#

Oooh okay right, didn't know the UE5 port dev was russian!

ember river
# cloud crypt

Ahhh yeah, they even captured the annoying pendulum effect when weaving through train tracks

cloud crypt
surreal ruin
#

Then why is the text in russian O.o

cloud crypt
#

Just found this on tiktok and wanted to share it with you

ember river
#

Pretty cool

ember river
#

Those walls are great candidates for POM

jade briar
cloud crypt
#

I did

#

These are my textures i made for my Tokyo Nights mod a while back

#

I still have them

desert ridge
jade briar
#

So did you get this working?

desert ridge
# jade briar So did you get this working?

I'm not sure why the transparency texture for the mesh replacement isn't working in the game, so I'm recreate the objects into actual mesh geometry. Currently, I'm working on creating low-poly furniture.

jade briar
#

That may be a little too much?

ember river
#

Honestly, you could just render cubemaps of them and slap on a 5-face cube texture and call it the day.
We won't be seeing most of the furniture from road angle

jade briar
#

That what I was thinking

desert ridge
#

The simple way is to cut out the mesh within the transparent area, but I prefer to do it differently using actual mesh geometry. This allows me to reuse the assets in other games later on.

jade briar
#

True

pallid river
desert ridge
# ember river Honestly, you could just render cubemaps of them and slap on a 5-face cube textu...

You're correct, since we don't actually see the furniture, I focused on modeling the pendant light and the ceiling. For the furniture, I intended to use well-made assets from BlenderKit. However, duplicating the furniture using the geometry node failed due to high polygon count. Perhaps I was too persistent in trying to make it look detailed, even though we can't see all the details from a "down-top" view.

cloud crypt
jade briar
#

@ember river

#

Do you think this could be achieved with the current pom implementation?

ember river
# desert ridge You're correct, since we don't actually see the furniture, I focused on modeling...

Yeah, this why I suggested going for a texture atlas + randomly UV mapped 5-face cubes. You can use the high poly furniture to render cube faces into a larger texture atlas, then generate a handful of UV-offset faces to use as a "input collection" to the geo nodes. You could instance a single point per room (maybe a mesh with a single vertex in each room's position) and then use the "instance on points" node to randomly spawn faces from the collection

ember river
# jade briar Do you think this could be achieved with the current pom implementation?

Up to some extent with some trickery, it might be. The current POM is sort of like a orthographic top-down view to the texture, so the walls would be just a stretched pixel like this pic, unless we make the back face of the cube a bit smaller than the front window and use some clever reprojection baked in the POM to bring it back to it's target depth

#

Not ideal still, if someone flies close the effect would fall apart pretty quickly

desert ridge
#

Since the height map is only a projection based on a "depth" map, we cannot create fully 3D multi-angle rooms.

jade briar
#

hmm

#

yeahhhh

ember river
#

Looking better they are actually springs. Some kind of shock absorbers

desert ridge
ember river
tawny elk
#

Neat peepoG2

desert ridge
cloud crypt
#

what tools are good to create poms? I have installed some... like i have painter, sampler, photshop... with materialize i only can create ambient occlusion maps

ember river
#

I think blender might be good for that. Thinks there are some options to bake depth maps, which is what you want essentially

cloud crypt
#

Ok thanks, but i also found a way to do it with Photoshop.

One last question before i try: Displacement Map = Height Map right? I hat that there are so many different names for thatπŸ˜…

ember river
cloud crypt
#

ok thx, but anyways, without knowing much about that i created new maps

#

with full displacement

ember river
#

Looking quite good

trail quail
#

It'll be not perfectly like room like

#

But may work from a distance

ember river
trail quail
#

Yup

cloud crypt
#

all maps i made

#

probably have to use Height + Normal to create a POM

#

but we also could test the AO map as POM

#

looking like this

#

but i have to note that the texture size now is a bit different, i made them 2048x1024 so tiling is better

#

og size is about 2900x1394

#

og was 2,08:1 and new is 2:1

#

so nearly the same

ember river
#

I'd cleanup the smaller holes on brick surfaces, as they are roughly the same gray level as the mortar layer/cavities, which makes them too deep for a POM

cloud crypt
#

maybe, its a ambient occlussion map, but i could do height + normal to pom

#

i will see what i can do

ember river
cloud crypt
#

smth like this?

#

i could try to flat it out a bit more if needed

ember river
#

Hmm might be good, I can't eyeball a good pom tbh, but it seems about right

ember river
balmy chasm
# cloud crypt

Have you tested in-game already? I have a feeling we will get a sharp edge on between UV tiles, just like on the example Hemry showed

desert ridge
#

Perhaps I can create a panoramic equirectangular image of the room, which includes the Z depth information, and then map it onto a cube.
I have conducted research to determine if there is an easy way to accomplish it in Blender.
https://stackoverflow.com/questions/29678510/convert-21-equirectangular-panorama-to-cube-map

desert ridge
balmy chasm
#

That's what I'm concerned about. The fact you won't see cobbles on the edge of the wall when looking from the side. So that only mesh replacement seem valid option

desert ridge
desert ridge
cloud crypt
cloud crypt
#

Ok it looks like that with the new height map

#

the old one was too flat with the same settings

#

creating a POM

desert ridge
cloud crypt
#

uh, POM is a Parallax Occlusion Map, it needs alpha channel to work

#

basically you take the Normal map and put the alpha channel from the height map in it

jade briar
cloud crypt
#

its not a normal map god damn

jade briar
#

It just needs a grey scale heightmap

#

Nothing else.

cloud crypt
#

well, the internet does say something else

tawny elk
#

I don’t know what you read, but I assure you that the height map is not an alpha combination of a normal map and displacement

cloud crypt
#

who talks about height map??

#

i talk abou a pom

ember river
#

Think you guys might be confusing the software. The remix runtime expects a single grayscale bc4 image just like for roughness. I guess hellraven might be using some software (materialize?) that uses normalmap's alpha channel as pom heightmap

vague sparrow
#

we used that for windows

jade briar
# cloud crypt i talk abou a pom

Pom uses a height map as an input. Pom is just a technique to add height detail. It can accept any input if you program it in.

#

In case of remix. It requires a normal grey scale heightmap

cloud crypt
#

okay now i get it...

#

because i found different ways for POM, Minecraft for example needs it the way i was doing it

balmy chasm
#

I thought you just showed us how old normal map had non-opaque spots .-.

jade briar
#

It depends on the implementation.

cloud crypt
#

saw the video already

#

he explained what a POM is but not how it can be created

#

or what implementations there are

#

but now since i know that we need a grayscale its all fine

jade briar
vague sparrow
#

and it only protrudes inwards

cloud crypt
#

ok, then i am asking, why we dont use that?

balmy chasm
#

What's that?

cloud crypt
#

height map

jade briar
#

Nothing else will work.

balmy chasm
balmy chasm
cloud crypt
#

yeah, we might have to change the roughness map with the diffuse map. Because that is currently in use as _rough in textures/walls

desert ridge
cloud crypt
#

bt i already created a new roughness, so it wouldnt be a problem to change them

desert ridge
cloud crypt
ember river
#

If only the rocks were 3D modelled and you happen to still have them around, you could render a depth map of the high poly mesh in blender and use that as heightmap. That would be the perfect approach

balmy chasm
#

If they're modeled than why not just mesh replace πŸ₯²

cloud crypt
#

because they arent

ember river
#

Lol good one. Though since it is a tileable texture, would be hard to replace those walls Peepo_Sadge

cloud crypt
#

wouldnt that one work as height map?

ember river
#

Maybe, could also be better than the previous one

cloud crypt
#

same map just layered 3 times

#

but i sill dont get it. what do we need for a pom exactly, height map or diffuse map?

vague sparrow
#

@cloud crypt i think you should try Alex's AI POM generator from his tool

what are using rn? materialize?

desert ridge
#

This area could be incorrect if you utilize this texture as a height map.

cloud crypt
#

Materialize and Potoshop

cloud crypt
#

ok

cloud crypt
ember river
#

Basically, a white pixel means the surface depth will be at the geometry level, and a black pixel will be the deepest cavity in the pom, thats it

desert ridge
ember river
#

The runtime only projects the texture deepth-wise, based on the pixel gray level. It won't project outwards above the geometry level

cloud crypt
#

thx for the explanation

cloud crypt
#

and it looks like that already #1103377328530276403 message

#

For now here are 3 types of height maps i could generate/create with photoshop

balmy chasm
#

I vote for least aggressive one

cloud crypt
#

so the first 1?

desert ridge
# cloud crypt everything is selfcreated, even the texture i made my self

Are you saying that you took the photo of the wall yourself? Your dedication to this project is impressive, and it makes me feel a bit embarrassed that I simply used some PBR textures from a CC0 website and combined them with AI upscaled images in GTASA. I'm not particularly skilled in texturing; my strengths lie in modeling.

desert ridge
cloud crypt
#

not completely
i used several textures for that like like concrete and stones and combined them into 1

#

i dont have the equipment for scanning them, but, i can take some plain textures and add my own magic to them XD

desert ridge
#

Height map info from Mark
#general-remix message

cloud crypt
ember river
#

I'd test them all and eyeball what looks more precise with the depth intention of such bricks irl

cloud crypt
#

ok, ill send them as .dds

ember river
#

Ideally, you want your image to have gray levels ranging from pure white to pitch black, so you can control the actual depth using that displaceIn parameter in the material with more precision

ember river
cloud crypt
ember river
#

You can see a histogram if you open the "Adjust Levels" filter in PS (Ctrl+L in Krita)

balmy chasm
cloud crypt
cloud crypt
#

For now the float point is set to 0.05
and i used
asset inputs:height_texture = @./textures/height.dds@ ( colorSpace = "raw" ) float inputs:displace_in = 0.05

version 1

ember river
#

Oh, you edited. 0.05 = 5cm then

cloud crypt
#

verion 2

#

maybe i have to set it to smt smaller because the world uses a really really small scale

#

ingame i m hitting the wall but im not hitting it XD

#

scene scale is like that

#

using 0.005, new problem fould: that white hole in the ground XD

balmy chasm
#

It is now just flat

cloud crypt
desert ridge
#

Alternatively, it's possible that there is an issue with the implementation of the height map code.

cloud crypt
#

float point of 0.02 seems to do good

desert ridge
#

I believe version 1 looks satisfactory, but it would be better to avoid using excessively strong values.

cloud crypt
#

0.05 was too high

#

i could try 0.025 but the height map used is the one from verson 1

#

thats how it looks when you look directly on it from a small angle

balmy chasm
#

Wierd it has some sort of strong shadows. And no shadows from headlights or at least anything from surrounding

cloud crypt
#

there are if you look closely, the headlights just arent bright enough

#

but good thing you mentioning them, because they defenetly have to be reworked

#

i can see if the strong shadows maybe are baked into the albedo, because then i have to smth about it

desert ridge
cloud crypt
#

the first 1 is the original used in remix for now i created myself
the second 1 is the basecolor i extraced with substance sampler

vague sparrow
#

can we remove them through software editing

desert ridge
cloud crypt
vague sparrow
#

oh yes

#

now its an albedo map

cloud crypt
#

i will test em out

#

i only used the one with prebaked shadows because we couldnt utalize full PBR until now

#

but now its looking aweful

balmy chasm
#

Did you change Rougness map?

vague sparrow
desert ridge
#

Some area look too smooth, maybe height map change to version 2?

cloud crypt
desert ridge
vague sparrow
#

i have no clue on why its shiny so that's my assumption

cloud crypt
#

could be the normal map to flat?

balmy chasm
vague sparrow
#

the shiny effect does add a little moist feeling to it when you consider the above vegetation

cloud crypt
#

its not only that, some details be missing

desert ridge
cloud crypt
#

if make that one a bit darker, maybe i could use this as roughness map?

#

but i currently have 1 big problem: i cant install usd composer anymore

balmy chasm
#

VPN?

desert ridge
cloud crypt
vague sparrow
cloud crypt
#

error while installing

vague sparrow
#

i bet no one will look at the tyre grooves

desert ridge
#

It disregards the diffuse and roughness maps, only displaying the normal map and height map. This allows you to identify the cause of the problem more easily.

desert ridge
vague sparrow
#

using actual geometry would be more beneficial

desert ridge
# vague sparrow using actual geometry would be more beneficial

Creating the actual geometry of the model is much easier for me than making textures for each tire. However, I have to create numerous tire meshes because the game has various rims, and each rim corresponds to a different tire mesh hash. It's a significant amount of work to accomplish.

cloud crypt
#

new roughness map

balmy chasm
#

White mode?

cloud crypt
#

looks like that from an angle now

balmy chasm
#

It's not wet and detailed from what I can see. But why white mode shows things almost flat?

cloud crypt
#

thats the current normal map

#

and here is one i newly made

#

currently in use is the first one

ember river
#

Oh, you have POM + normal maps applying depth "twice" to the bricks pattern

cloud crypt
#

so i only have to use pom?

ember river
#

Not exactly, you could use POM for low frequency large details like you're using now, and leave normals to define high frequency micro details

cloud crypt
#

so i should tweak the normal map to a point where only small details geht displayed and in pom only big things like the edges from stones?

balmy chasm
#

You can have both high detailed. But make sure the smallest details go to the Normal

desert ridge
#

I recently converted my old 3dsmax Porsche Carrera model to Blender. I can't imagine that a game that is 20 years old would have such intricate details for every car. However, the priority is to fix the mesh hash issue in remix. Otherwise, all the effort would be in vain.

desert ridge
balmy chasm
#

Ye, but considering the detail level of a steering wheel(as example) it seems kinda overshoot. You could just use a texture with Normal on it

#

After all if you optimize this model, it can fit into the game easily

desert ridge
#

Even though this thing is not visible in the final render, I still took the effort to create it.🀣

desert ridge
#

I'm not sure why some elements become triangulated while others remain as quad meshes when converting to an FBX file. It's quite frustrating.

balmy chasm
#

May be you set non-manifold convertion?

desert ridge
# balmy chasm May be you set non-manifold convertion?

I'm not sure about the reason, but in Blender, you can change some of them back to quad meshes. However, since the game still utilizes triangulated meshes, it's acceptable to ignore it. I simply want to experiment with modifying it and adding more detail to see how it looks in the game.

cloud crypt
#

I will do the rest of editing tomorrow after work, for now ill go back playing motorfest or smth else.

I can do a fulldive into it then so it will be the first texture with pom then in the repo

jade briar
#

fr

desert ridge
#

@cloud crypt You can visit ambientcg.com to explore a collection of CC0 textures. They provide high-quality textures created using Substance Painter. You can compare the differences between height maps and normal maps for reference.

#

I am currently learning to use Mixer to create PBR textures. I hope that this skill will enable me to contribute to the team by producing higher quality textures.

cloud crypt
#

I will get it done somehow, but thanks for recommendation

desert ridge
# cloud crypt

Why does the white mode appear nearly flat? There seems to be an issue with it. I noticed that your height map doesn't seem to have many distinct plane pieces when viewed up close. That's strange. Perhaps there's something I'm doing incorrectly with the height map.πŸ€”

sharp sinew
#

White is 0 displaces inwards, black is most inwards

desert ridge
#

@cloud crypt
I figure out what the problem, the real problem is the diffuse, rough and the height map not physical correct, so it's look strange.
try this setting for you height map parameter:
asset inputs:height_texture = @./textures/walls/A56E0164DE273F09_height.dds@ (
colorSpace = "raw"
)
float inputs:displace_in = 0.02
I have modify your map in photoshop, it's look ok now, but the height map and normal map still need to rework.

desert ridge
# desert ridge

I increased the shininess of the rock to test the displacement effect, which resulted in it looking somewhat unusual..πŸ˜…

#

It appears that Remix is not accurately casting shadows with the POM effect.

#

By setting the "displace_in" value to 0.1, the shadow becomes visible. However, it seems a bit too strong.

ember river
#

Well, the normals and pom seems about right to me now. Its just a matter of adjusting the albedo which got quite washed out, and the roughness to ideal values

desert ridge
#

When applying the "Anisotropic Filter," it appears that the shadow details in the distance become washed out. This phenomenon is quite unusual.

cloud crypt
#

As i said i do that after eork

worldly cairn
#

I'm still surprised this is the one game of all the ones Im following that seems to get the most work/attention... and those normals look pretty sweet

cloud crypt
#

In 3 hours i am done with work and in 3.5 hours i will rework that wall

cloud crypt
#

i could install usd composer now, toook me 2 hours of troubleshooting... now i will rework the Wall

#

So i need a normal, a roughness and a height map if i got it right

#

and to create them, i will use this albedo without prebaked shadows

ember river
cloud crypt
#

Taking this height map and creating a normal map in Materialize. This height map got generated in Substance Sampler

#

but that only has a range from 0 to 0.5

#

this one has a range to 1

#

so im a bit clueless

ember river
#

Its coming along

#

use the 0-1 range and adjust the depth with the displaceIn param

cloud crypt
#

ok thx

#

Layers i used

#

new roughness map

#

no mor prebaked shadows, height map from sampler and normal map from materialize

ember river
#

Hmm that is looking really good

jade briar
#

I'm sorry, but that to me, looks ugly

ember river
#

Sadly the albedo still has some microshadowing which should be a pain to remove

jade briar
#

It's just smeary

#

Deatails make 0 sense

ember river
#

I mean, the other maps are looking quite good

jade briar
#

Yeah the others are good

#

But the diffuse is straight up messed up

cloud crypt
#

well, i exported it in 1024p from sampler

#

i get what you mean... let me see

tawny elk
#

Don’t use tile on the texture. It’s already tiled.

cloud crypt
#

i didnt

#

well, not completly

#

tiling in sampler just tile some spots

cloud crypt
#

hm, somehow, with prebaked shadows, it looked better

balmy chasm
#

Looks about right

cloud crypt
#

float on 0.03 instead of 0.02 since i now use a different height map

#

and if you think my texture is smeary, these are too

#

but these are on another level since this is a new mesh and my only a texture xd

#

but looking from that angle they look just fine

#

or at that position

balmy chasm
#

Oh, can you just record a short video showing it from different angles?

pallid river
#

ROCK AND STONE

cloud crypt
#

well, that short video is over 200mb big so i cant upload here

#

oh, wait, it scaled to 4k instead 1080p

pallid river
#

uh

cloud crypt
balmy chasm
#

That's what I've been afraid about. Sharp edge on tile seam

cloud crypt
#

the problem is, that the meshes are curved and have different position and height. I cant create a texture where this wont happen on that wall and adam doesnt want me to tile it

#

well. i got more details ot of the albedo, but its now 43MB in size

balmy chasm
#

I meant the feature of POM which creates a hard edge on any surface. If you have tiles - it will appear between them. So only 'seamless' use is in closed meshes without UV tilling, just like car underhood

cloud crypt
#

problem: it never was a seamless texture

#

if you look cloesely you will see it

#

i could create a complete new wall texture with seamless textures

#

but not today since i need to get to work tomorrow at 7am, so in 10 hours

#

so basically smth like that with smth on top

#

but not today, see ya tomorrow

fiery steeple
#

pls connect team wirever instal rtx remix mod ug2

ember river
#

@cloud crypt
I reworked your albedo a bit using some masking and filters trickery in Krita, trying to remove those microshadowing bits and also generated new normals to bring back those microdetails. Its very far from perfect, it has become another type of wall completely, more like sandstone bricks, but its the best I can do without sitting a whole day handpainting each lil detail.

  • The first 2 pics I multiplied your roughness map by a low factor just to debug the normals, while the 3rd and 4th are using your original one.
  • I'm only focusing on microdetails in this, It should all come together once POM is applied, I didn't try it since blender doesn't ships with any POM nodes afaik
fiery steeple
#

pls connect team vierever instal rtx mod ug2

ember river
#

Here are the maps btw. The normals might be inverted between directx/opengl/blender/remix/whatever, so just check if it is correct before throwing everything else together to the mix

ember river
balmy chasm
#

What

ember river
#

some minor overlook I guess Peepo_Think

balmy chasm
#

But it doesn't matter if Height and Normal have no border

ember river
#

It just makes the seams more reflective. Since I don't have the original texture I won't bother fixing it now, gonna leave that one for hellraven to wrap everything up πŸ˜‰

cloud crypt
#

oh, thx @ember river that save me a lot of work

#

only need to create a height map then. Thx πŸ”₯

ember river
daring herald
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as i know odonata cinema isn't related to TUFU

jade briar
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No

snow coral
# ember river Those walls are great candidates for POM

if you have just only normal map, you can try this to create Height map. TBH it's doing really great and pretty much accurate job. here and there can be a bit problematic places, but otherwise it's really fast and simple
http://charles.hollemeersch.net/njob/

Njob is a simple tool that supports a number of filters related to normalmapping and texture creation. I’ts key design philosophies are: Intelligent filters that make your life, creating game textu…

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It's not that good with texture atlases when they are too close together, but In case of something like stones, or especially ground it is really great tool. Maybe one of the best I've found

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Another example

pallid river
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game is doing da thing where it only runs on dlss perf again
so weird

cloud crypt
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Trunk carpet

jade briar
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They'd be better off remade as mesh

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There's only so much that you can do with just textures

cloud crypt
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and the carpet?

jade briar
#

Carpet texture looks good

cloud crypt
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ok, i will create a PBR for it too, but currently working on the wall again XD

cloud crypt
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Created a new, now actually seamless, wall texture. What do you think?

pallid river
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remake it

cloud crypt
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probably only have to smooth the edges a bit, thats not a problem, takes a 2 or 3 minutes

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just wanted to show my w.i.p results

pallid river
#

looks great

cloud crypt
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try now to spot any sharp edges 😝

ember cobalt
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πŸ˜›

cloud crypt
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thats normal becase of sampler behavier

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it does this XD

cloud crypt
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which albedo you think will work better?

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i will test both, but whats your oppinion?

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normal map with focus on micro details

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Result n Materialize

cloud crypt
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ingame with the albedo from Sampler

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with my albedo

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They get used very often

balmy chasm
cloud crypt
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Yes both

cloud crypt
cloud crypt
balmy chasm
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They're same somehow

cloud crypt
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Theyre not lol

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One is sharper with less dark shadows and the other is has smoother textures

vague sparrow
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anyone tried working with trees? they will look good with Tesellation or that POM thing

but need to replace it with a high quality tree

cloud crypt
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But maps are the same exept for albedo

balmy chasm
#

The most significant part is concrete slab, which is way more pleasant on second Albedo. It looks realistic

vague sparrow
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who is working on them?

balmy chasm
vague sparrow
#

yes

balmy chasm
cloud crypt
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I think its ugly, like my version more

balmy chasm
# vague sparrow yes

As we discussed, it can be unpractical to use POM on curved surfaces. Especially when you plan to replace mesh entirely

cloud crypt
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That one youre talking about uses the albedo of Substance Sampler

vague sparrow
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is there a way to add emissive maps to tail lights?

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or are we going to replace them with actual mesh too

balmy chasm
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We will replace mesh for sure. And yeah, there's a way, but it is more complicated than putting emissive and increasing it's intensity. You need a light source as well

vague sparrow
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hmm

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time to find source documents so i can make them

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and just keep them ready when toolkit releases

balmy chasm
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Emissive use sRGB map with black being no emission and any color value/brightness being an emissive color. Nothing complicated here

desert ridge
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I will share a screenshot at a later time.

open atlas
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what do you mean taillight mesh -- u2 uses texxtures for taillights

vague sparrow
open atlas
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youd have to replace the entire car mesh

vague sparrow
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well not trying, but mostly conceptualizing it

vague sparrow
jade briar
open atlas
vague sparrow
jade briar
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Harf

vague sparrow
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yall putting all the effort in one game

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crazy

jade briar
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Not

ember river
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Works best as high poly meshes, but I can see tree barks taking advantage of some pom for larger bumps and details depending on context

blazing bone
jade briar
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Looks good?

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@ember river

ember river
cloud crypt
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Problem: The bridge sides arent flat

jade briar
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Solution

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shut

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Let me cook

desert ridge
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There is no problem, we can wrap something around a path or mesh in Blender.

balmy chasm
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What is bridge sides though? πŸ˜…

vague sparrow
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🀨

jade briar
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dunno

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Maybe I had a game running in the back

vague sparrow
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hmm, even if it was chugging 8 gigs, its not a problem for u

jade briar
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Even if it was taking 20 gigs

ember cobalt
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yeah so uh

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my Windows install definitely has issues. i'm idling at 14 GB VRAM used for some reason

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hm. seems it was firefox and discord. i did have like 250 tabs open though, which i forgot about

ember cobalt
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lol

tawny elk
open atlas
bright hedge
#

thirteen being an ass

desert ridge
restive magnet
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gorgeous

jade briar
#

Looking good

timid prairie
desert ridge
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I separated the taillight glass into individual meshes so that I could assign different glass textures to them. However, when I change the car's base paint color and the body meshhash is changed, the meshsmooth version of the taillight mesh reverts back to its original mesh.

jade briar
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ahhhhhhhhhhhh

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shit

desert ridge
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The only way to customize the car's texture and different body parts seems to be by making changes outside of the game. Otherwise, I can only modify the traffic mesh. I don't want to spend too much time dealing with the issue of mesh hashing changes.

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I have a great passion for this game and I don't want to give up on it. However, the issue with mesh hashing is truly frustrating.

surreal ruin
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Yeah it's why the current group working on it for a while now hasn't done anything to the cars

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The hash issue just kinda kills it

desert ridge
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I have a dream of creating exceptionally high-quality cars that can be used in the game. However, I am a 3D modeler and not a game developer, so the easiest and only way for me to achieve this is through Remix. I kindly request Nvidia to address and resolve the issues with it.😭

ember river
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Car paint/decals and vynils changes the mesh hash too or only body parts (from the green shop)? If only actual body part geometry changes the mesh hash, then its a blessing rather than a curse. That way we can remodel each body part individually and uv remap textures to them.
If paint/decals/vynils also change the mesh hash, then we have a problem

desert ridge
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The most noticeable car body parts in the game that do not change the meshhash are the taillights and headlights. Therefore, my primary focus is on modifying these parts first. Once I complete this task, I plan to work on recreating the traffic mesh and replacing the buildings.

jade briar
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Also the highway meshes

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Do those

jade briar
#

Because as I said before, I want the highway parts to be done so that the next release can be pushed out.

cloud crypt
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Well, the underside is done already, but i need to know how to mergeπŸ˜…πŸ€Œ

desert ridge
jade briar
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Whichever fits. We can get away with just retexturing most parts without making new models.

jade briar
cloud crypt
jade briar
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But some buildings that are close to the road can use some work

jade briar
cloud crypt
desert ridge
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Texturing is not my strong suit; I prefer to focus on detailed modeling instead.

cloud crypt
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But well, i need to know how i can merge the bridge underside i did before into the project, or ill send you the files and you merge it

desert ridge
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Perhaps I can find some props along the highway to use as replacements for mesh models first.

jade briar
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Or these

jade briar
#

These also look simple enough. I might even make this myself

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I'm not very experienced with modelling.

cloud crypt
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I cant model at all🀣

desert ridge
# cloud crypt I cant model at all🀣

Creating textures is challenging for me as it is not my area of expertise. However, we each have our own unique strengths, so we can work together as a super team by combining our skills.

jade briar
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@desert ridge If you want to get started with redoing the models, can you start with this? Looks simple enough for a first replacement building.

desert ridge
jade briar
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Should replace the interiors in rooms with the lights on.

desert ridge
jade briar
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OKay

ember river
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Its also good to notice some buildings have wildly unproportional scale, some doors are like, 5 cars tall. Some reworking thinking on that would be pretty sick

timid prairie
timid prairie
balmy chasm
spark moon
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PBR πŸ˜‚

vague sparrow
#

which is causing the octotex tool to mark as reflective

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turn it false

uncut bay
trail quail
#

only for 1999.99$

desert ridge
# trail quail only for 1999.99$

Wow, that's a really affordable price considering it includes numerous high-quality assets that can be used in various contexts beyond just gaming.

trail quail
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πŸ€“

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maybe a bit old

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i mean, im just laughing at the ai, and not the hard work that was put in the assets remastering

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sorry if i said smth wrong