#NFSU2 (Need For Speed Underground 2)
1 messages · Page 34 of 1
The situation is somewhat similar to us eagerly awaiting the release of Nvidia's AI assistant tools. These tools will assist us in creating remix content more easily, and you can even utilize these assets to develop your own game.
can u show the settings where
open Config.py in VScode and set Transparency as reflectivity as false
ok...when notepad works y do u need vscode
i forgor 💀
i am on windows 11
Notepad++ https://notepad-plus-plus.org/downloads/ works as well
i just didnt know it was formatted in ASCII
💀
i try to not install as much as third part software until i left with no choice...
Now I understand the issue. It's much larger in size compared to the building next to it.🤣
yep
After gathering some reference photos, I am now beginning the process of replacing the first building.
I have transformed the car glass materials into transparent materials and made adjustments to the effect textures. I have already uploaded some of them to my Github repository, but I haven't merged them into the main branch yet. There are still some pending tasks to complete.
Just wanted to suggest a thing. You can create these building from single albedo texture with converting it to Height map and baking displacement into mesh
This car thing can go as utility as it is yet subject to change in future. I'm talking about more stable stuff like building which will stay replaced this way to the end of the project
Are you suggesting that I should not remodel the actual mesh? However, the proportions of these buildings are completely incorrect, so they need to be remeshed. Additionally, I managed to combine various building materials such as brick, rock, windows, and metal into a single texture to reduce draw calls. The texture size is around 8192x8192 pixels, with each individual grid texture being 512x512 pixels. This allows for approximately 256 variations of textures, which I believe is sufficient for all the buildings.
Something like this, I had previously attempted to create an interior texture.
If Remix could incorporate a feature that allows for specifying a grid to repeat a single texture, it would make the texturing process much easier.
Unfortunately, the buildings are scaled very strangely.
I noticed that you can import the mesh with the correct UV mapping. So, instead of importing the actual mesh file (mesh_XXXXXXXX), should I import the instance file? The mesh I loaded has completely incorrect UV mapping.
This is how it looks when I import the mesh in Blender.
Whatever works best, I guess.
Try exporting the scene as fbx in omniverse
Are you referring to the entire captured scene?
Yes
It's work, thanks!
The scale is currently set to 1.0. Should I resize it to 0.01 before exporting to USD?
When exporting from blender, I apply every transforms (position, rotation and scale - Ctrl + A) and use these settings. You can save a preset on blender so you don't have to set everything again on every export:
Thanks very much
Just a method of remodelling
Hey @cloud crypt you've mentioned having trouble merging your new stuff in the repo. Wanna send me the stuff so I can do the git work for you?
Not yet. The avenue medians I'm working on a new branch "common-walls-2"
right
I'll be committing to it later on, for now its only on my machine
Is each leaf modeled?
Why my ai textures look like this
Ai textures?
Yup. Used multiple geo nodes to scatter and assemble them all
I see
Its borderlands now 😂
Seems to me that the normals strength were scaled waay up high
Done with octotex 4x upscale
Way to fix ?
Ye, as E-Man said. You have to look what result AI produce
Normals are from legacy
Depends if the textures are like that or if it is a global parameter under game setup> materials tab
texttues move a littile i this its streched
Are the textures octahedral?
what ever octotex does
Wtf. Seems like some very cursed pom maps
post the texture
#1146726031022108752
Format to encoded normal maps on a 2-elements image (BC5)
Red for latitudinal spherical coordinate/angle, Green for longitudinal spherical coordinate/angle or something along these lines
messed up
the tool does all the encoding properly
Oh sorry, I misunderstood your answer
so no need to use pom with this game ?
Maybr the displaceIn parameter
yes, just do normal PBR without POM
and then see
maybe its the encoding problem
i will talk with Alex then
if that's the case
i am already here
then you are lurking 😛
i am using as u said
ai pom and roypughness
legcay normals and metalness
Like bigcity have this problem in some places
But I noticed that on the last update of remix it's working much better now
i didn't tried bigcity
On the latest remix
But gm_construct appears to be amazingly fine with pom
It might be due to the width to height ratio, maybe, which is making the displaceIn param be proportional to the road's height when it should be by its width (roads are 1:8 ratio in u2 and mw)
like yeah
Maybe, I've noticed that on very stretched polygons
Hmm are you also computing and assigning displaceIn values per texture?
Nope, does not implemented yet
Hmm so its using a global constant one
I gonna do this in the next update, with slider to edit value on selected texture with preview
yes
Good. You could compute an adequate value based on min(width, height) calc so it scales nicely
and add the option to generate like only normals for all textures... and for others too
Yeah that's a great idea btw
Yeah you can do that with scripts already ( only for ai )
I gonna implement it to the GUI as well
yeah remove POM
With legacy generators too
yes
Or scale down the pom
To zero
Maybe
That's the most fast way
in the remix menu
Depends if the runtime uses max(width, height) to scale the param or if it just reads the height ignoring width. On the second case, you just need to scale based on their aspect ratio
I can implement it
@jade briar how did u fixed restir glow...but i still dont get that issue on my old config as i said before
it was a light causing problems
lme check
i ahve evry light off still has issue
i ahve evry light off still has issue
i never understood this but my old config saved me
shouldnt all this be in a separate channel?
Probably yes, but i think both games are underground games its fine
Finally RTX Remix looks great again
@jade briar commited the latest changes. The new palms are on the common-walls-2 branch now if you wanna take a look
Alright
The median I'm working atm is this one
@jade briar light glow is happens when denoise is disabled
And i got the fix beacuse its RELAX is messing with lighting changed it to REblUR
thats a big find it mess up with lot of games
Would you guys like to share some ideas of what to put in those banner ads? I was going to upscale them, maybe paint some generic illustration or whatever, but thought they could use some love.
Both flags are a single mesh, so we can slap different images on each side if necessary, and I can align 2 single sided faces to add written content readable by both directions.
As a reference, in Rodeo Drive those are used to make ads to Rodeo Drive events itself (and yes, they're hanging on light poles rather than on the trees, but fixing that loses the waving animations)
easter
ive started to rework the texture again, now the tiling is matching. Only have to create Pom and normal maps for it, but that wont take long
I'm literally working on the first one right now
i didnt made the sides, i made the underside
I'm working on the sides right now
i meant the tiling is matching with the tiling of the sides
the marked texture is the underside
u can add her
she will be famous in city too
You have to put something funny up here, a reference or something. "The city invested in Lamborghini's for cops and can't afford a better poster"
Or you know...something actually funny
while racing everyone will be jaw droping and bump the cars
Some the sims/sim city type of news 
"This tree has more 500,000 tris"
So hear me out.
You see these banners a lot while driving around the game.
They're quite iconic
So changing them would not be a very good idea
If you really want to add an Easter egg, then do it the way portal did with the QR codes.
I'm sure we can figure out how to use that part of remix
It'll be a lot better than just having it in plain sight.
What do you think about including our name on the tire decal texture?
That'd be cool
There is that colorful wall north city center cathedral under the highway overpass leading to the beach which could use some of that too
without POM yet, just roughness, normals and basecolor
with pom
@ember river sry for the ping, but what do you think?
i would say a bit too reflective
I have edit all the broken glass textures and add a subtle emission effect to the road stub.
Hi @ember river Would you mind to share your conf for this pretty vege modeling? We are doing some experiments and this is good scene to gather some perf data
best i can do on myself
Hey folks, do you mind clarifying who a good point of contact would be for this project? I had a question i wanted to ask

can be multiple people
Maybe @ember river and @jade briar?
Yeah, these 2 are fine, they both handle the repo so they may can help you
Yeah, ask me or e-man. We've talked before
@ember river here are my latest textures (i only added mine with specific folder and hashes) + usda files i added/changed
what do you think of my bridge underside textures? Are they fine or should i change smth before eman is merging?
So far so good
Oh, right, just came back home, @sterile lake @cloud crypt , gimme a second to sit back on my pc
no problem
Sure. You can grab it from our repo in the common-walls-2 branch, right here: https://github.com/Ekozmaster/NFSU2-RTX-Remix/tree/common-walls-2/rtx-remix/mods/gameReadyAssets/03_meshes/04_global/01_vegetation
We're using git LFS extension so you probably need to download the binaries (dds/usd) using git.
Or just use the attached zip file
The whole team of contributors so far afaik are me, @jade briar , @tawny elk , @cloud crypt , @balmy chasm , @safe patrol and most recently @desert ridge
We've talked already
Thanks for sharing, we will try it 🙂
Did you guys sort it out?
yes
Thanks guys!
If you guys need access just lemme know so I can add you as collabs
Oh boy, I shared the wrong files, but if you clone the whole repo and hop into the common-walls-2 branch than everything should be fine. Those vegetation are in \rtx-remix\mods\gameReadyAssets\03_meshes\01_props\01_roadways\AvenueMedians
They seem a bit overly stretched both in the texture and in the game, as the round dots are elliptical and the mortar layer between the precast pieces is quite thick 
Other than that, its looking pretty cool 
the streching is wanted, it should look like the mountings are angled
Thats pretty cool.
I've replaced the guard rails meshes already, so you might be working on a outdated branch. Try rebasing with main. If you use git on terminal:
# Save your work and then
git fetch
git checkout main
git reset --hard origin/main
git checkout your-current-branch
git rebase main
If there are conflicts, solve them, then git add . + git rebase --continue until it finishes rebasing the last commit
Oh I see. Diagonally drilled mount points inside the pieces. Sounds cool, though the first impression is: the texture has been stretched
yeah, couldnt solve it better
in the files i shared there is also the new wall i made
that one
Maybe adam as an electrical engineer could assist with some concepts and ideas
Lemme go dig around for some details of that kind of overpass
They ain't got any holes 
Digging deeper, the recessed bits in the original textures are from tie rods. Which end up getting covered unless they're desired by the client for the concrete look.
Oregon DOT specs them to be 3" (7.6cm) in diameter
I'd recommend just making the actual geometry of the indent.
Found some
So in order to keep the original look, I came up with this art for the ads. Any thoughts, changes or additions?
I'll be working on the supporting stand pieces yet
is that supposed to be plastic? or more of a fabric
yup. Think the lighting isn't helping much, it looks ok in blender 
hm, yeah that looks better
I bumped roughness down a bit anyway, and found a good spot with strong distant light flashing over it
that looks great
Looks great man❤️🔥
But pls, could we somehow fix that blue light that is everywhere in the city... its looking so god damn ugly
@ember river did you merged the files already or do you still have to?
Looks good
Oh I was meaning to ask
What's an area in the game where we have the most amount of replacements
Don't say the main menu/speciality shops
Hm, probably the city core if we count in emans mesh replacements
Think anti-frustum culling should do the trick, I've never managed to make it work on my machine though 
Not yet. I was going to do that tonight. Do you need any chances before merge?
Hm? What do you mean with chances? I thing you meant changes. But no, for the next release files are fine
I think meshreplacement for full highways isnt needed yet
And i am no good at modeling🤣😅
Yeah, think city center is the place, can't pinpoint an exact location though. I like fort union, casino and the main avenue, but mostly for the lighting and colors
Oh, sorry my fat fingers lol, "changes" it is.
Aight, think I'll just rearrange the files inside the new 02_materials folder structure since the textures folder is the legacy we're migrating from slowly
Not to mention they're a huge pain to replace with all the weird chopping this game have done to the road pieces
It's hardcoded in right now, we discussed it more in Chess Titans a while back.
Aligning the UV mapping for the sprite sheet takes a significant amount of time. Unless I use actual geometry for each brick, it seems more practical to employ the traditional method of UV mapping.
If your guys don't mind, I'm considering modeling each brick as a real mesh. This approach would make UV mapping easier to handle.
You can use a generated height map and multi res mesh modifier to create the brick geometry easily if you’re using substance sampler or similar.
I am using Blender for modeling and texturing. The texture maps I'm using already include all PBR texture, which is why I don't need to use additional tools for texturing.
If I'm not required to create real bricks, perhaps I should explore alternative methods to simplify the UV mapping process.
Why are you using a sprite sheet? Couldn’t you chop up the sheet?
I vaguely recall someone suggesting a method, but I can't recall who it was. He recommended using single texture for interior textures to optimize memory usage and draw calls.
Adam whe're you fixing this?
ADAMPLZFIX
It’s most likely fixed in my branch.
Yeah well I don't see it in the main branch
So might as well consider it broken
I could create another branch and fix it and pray that it merges easily 
If you do a capture you can just add the drawcall preserve to the mesh and not have to wait for me
But it's all the more reason for you to do your thing
So I'll wait for you to merge
pls fix
My branch is so out of date that it probably needs redone again 
02_materials\03_global\01_roads - E4F9C5352F0D7265_*.dds
I’d probably want to redo the lighting with actual light fixtures and such instead of just floating sources if I were to do it again
I meant to share a same texture only for the interior walls, front, back, left, right, top and down of a room. The exterior you can do whatever you want. I'd recommend separate the brick walls in another mesh that only uses a single brick material so you can just map the UVs to tile many times and call it the day
(Impossible) [2023]

I’ll have to finish up my library of lights tho, they need PBR materials and better topology. 
uuhm
I think remix update broke the game
@ember river
@tawny elk
can u test
With latest bridge/dxvk
uh oh
Yup. @zinc meteor
Coding Error (secondary thread): in _DeclareType at line 629 of E:\Work\GIT\OpenUSD\pxr\base\plug\plugin.cpp -- The metadata for plugin 'usdLux' defined in declares type 'UsdLuxCylinderLight' with base type 'UsdLuxLight', but the type has already been declared with a different set of bases that does not include that type. The existing bases are: (UsdLuxBoundableLightBase ). Please fix the plugin.
Coding Error (secondary thread): in _DeclareType at line 629 of E:\Work\GIT\OpenUSD\pxr\base\plug\plugin.cpp -- The metadata for plugin 'usdLux' defined in declares type 'UsdLuxDiskLight' with base type 'UsdLuxLight', but the type has already been declared with a different set of bases that does not include that type. The existing bases are: (UsdLuxBoundableLightBase ). Please fix the plugin.
Coding Error (secondary thread): in _DeclareType at line 629 of E:\Work\GIT\OpenUSD\pxr\base\plug\plugin.cpp -- The metadata for plugin 'usdLux' defined in declares type 'UsdLuxDistantLight' with base type 'UsdLuxLight', but the type has already been declared with a different set of bases that does not include that type. The existing bases are: (UsdLuxNonboundableLightBase ). Please fix the plugin.
Coding Error (secondary thread): in _DeclareType at line 629 of E:\Work\GIT\OpenUSD\pxr\base\plug\plugin.cpp -- The metadata for plugin 'usdLux' defined in declares type 'UsdLuxDomeLight' with base type 'UsdLuxLight', but the type has already been declared with a different set of bases that does not include that type. The existing bases are: (UsdLuxNonboundableLightBase ). Please fix the plugin.
Coding Error (secondary thread): in _DeclareType at line 629 of E:\Work\GIT\OpenUSD\pxr\base\plug\plugin.cpp -- The metadata for plugin 'usdLux' defined in declares type 'UsdLuxGeometryLight' with base type 'UsdLuxLight', but the type has already been declared with a different set of bases that does not include that type. The existing bases are: (UsdLuxNonboundableLightBase ). Please fix the plugin.
Coding Error (secondary thread): in _DeclareType at line 629 of E:\Work\GIT\OpenUSD\pxr\base\plug\plugin.cpp -- The metadata for plugin 'usdLux' defined in declares type 'UsdLuxRectLight' with base type 'UsdLuxLight', but the type has already been declared with a different set of bases that does not include that type. The existing bases are: (UsdLuxBoundableLightBase ). Please fix the plugin.
Coding Error (secondary thread): in _DeclareType at line 629 of E:\Work\GIT\OpenUSD\pxr\base\plug\plugin.cpp -- The metadata for plugin 'usdLux' defined in declares type 'UsdLuxSphereLight' with base type 'UsdLuxLight', but the type has already been declared with a different set of bases that does not include that type. The existing bases are: (UsdLuxBoundableLightBase ). Please fix the plugin.
Coding Error (secondary thread): in _DeclareType at line 629 of E:\Work\GIT\OpenUSD\pxr\base\plug\plugin.cpp -- The metadata for plugin 'usdVol' defined in declares type 'UsdVolFieldBase' with base type 'UsdGeomBoundable', but the type has already been declared with a different set of bases that does not include that type. The existing bases are: (UsdGeomXformable ). Please fix the plugin.
Coding Error (secondary thread): in _GetPluginForType at line 147 of E:\Work\GIT\OpenUSD\pxr\usd\ar\resolver.cpp -- Failed to find plugin for ArDefaultResolver
Segmentation fault
At boot time
mark help
If you're building it yourself, you need to regenerate the build directories
#general-remix message
That one I grabed directly from the actions builds
I just noticed that the actions package doesn't actually include any USD library files.
so uh... yeah, that's not going to work.
Hmm, need to update bridge as well then?
Hmm bridge also doesn't includes the USD libs
bridge doesn't include the usd dll's either
I'm following up internally to figure out how to get the updated usd dll files released properly
Think the 0.2.0 release has it
alright
the ones in 0.2.0 are the old ones.
err, not yet, still working on it
Mark not pls fix 

OK
Adam makes me sad🥲
It’s okay it happens
Latest build includes the usd folder. any volunteers to test if it actually works?
https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/6344554261
It works!
Mark fixed it
what works
i dont experience any change...
Did you update dxvk?
yes
when
2 hours ago
Turn down sky brightness
its on lowest setting
hmm
i can help you if you tell me what i need to do and in which number range i shall work
For what?
light rework
Dunno. I'm going to be putting together my light fixture library so I don't have floating light sources for the most part
what do you mean with floating lights? lights like these which are coming out of nowhere?
Yep
👍
Nah, you good bro, discord it’s just being funky this morning
It's morning for you???
Gosh my brain is not braining when I see the time difference between timezones woow
Here in Germany it is 15:34 or 3:34pm
10:43 🇧🇷
When I went to the west coast last week, utc-8, it messed up my whole mental schedule. Everything was happening in the middle of the day for me. Since I’m in typically in utc-5.
It is 8 pm for me
half an hour behind
Neep Faw spood
hoy hoy, wait a minute. What happened to the chain link fences? They're tucked inside the concrete base, as if the Xform transforms weren't applied
This is how they should look like, just went to the same place and they're ok on my end
I'm using latest builds #257
Me too
When you merged my files i will copy the repo again. Dont know what could cause that
Fuck @jade briar come back to ug2 remix where you at
I'm literally here
🥺 the saviour, what are you guys doing these days
Making a mod
liar
true
your pants on fire
not
??????
Dude
Were literally working on the mod all day
I kinda miss the old lighting...
https://youtu.be/l26g9nqaAco?si=2X78UrU3648JpVuZ
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 unfinished...
THe current more blue sky certainly does change the mood a lot
The light polution of the city doesn't really feel like it's there anymore
I meant the road/streetlights, the new sky is great
Hmmm yeah, what happened to the reflective roads?
These got abandoned by eman
They dried up 
🤣
I see the new lighting as being more accurate to real life, but the disposition of light poles and lamps are really bad
I’ll cook up some more no worries.
I gotta finish cooking up my meshes in substance painter a few times till I like em
Think the big next move would be Adam's light fixtures lib to add lamps where there are none
i found some texture wrongly add to taillight
Naw naw it's modern art mate
But poeple dont want realistic lighting, they want good looking lighting that matches the old game
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Oops, must be too old, have no understanding of modern art.🤣
I feel it, for real. I think we're now making a step back to work up some momentum forward. Once we start adding light poles and other lamps the the environment, things will start to come together 😉
Stuff like these lights poles from rodeo drive for the main avenue
Just don't go overboard with adding lights, it can very easily become messy and noisy, you want to avoid that
Keep lights where they have to be for gameplay, clarity is key
Another mystery hole to the other world.
Maybe I just wipe out the lighting usda and start from scratch, again, if there’s all these issues 
I feel like it’s so much work to refactor what’s there 
@ember river Maybe I merge my Github repo first, there are many texture changes already.
I've not actually seen your work so don't take my words as critique!
Just very important to keep in mind
I’ve seen it and it’s sloppy and annoying to work with 
In a racing game it's important that things are clear and the players eyes are not distracted
Nah, just add a subway surfers gameplay loop on the bottom corner and call it the day, as burrito suggested
😭
Adam, i like your lights, not all of them. I think i only dont agree with highway and some in city core, but thats all. But you probably should rework them completly. Not because we would think theyre shit (theyre not, i only dont go with highway and some city core lights and they are maybe a liittle bit too bright), no, just because of stability problems we have with the current ones
Yea I agree. I’m not happy with a majority of them and we have way better tooling now which would improve the result.
Thats a hell lotta of work to start from scratch. Wouldn't it be easier to just sort the biggest issues first and progressively fix smaller ones as we move or you guys think would be easier to start over?
If so, lets at least wrap it up as is and get a new release bundled together please 
I would think its easier to start from scratch
I would prefer a do over. It’s not as bad as you think since so much repeats. If you have an assembled capture of the whole city I’d could go even faster.
Yeah of course, thats first priority
I thought about a uber capture, but they are harder to get than we anticipated. The inst_HASH_x prims would overlap and replace one another, losing a lot of content on the process
Did merged my files already?
sorry for asking this much, buts important for next release XD
I never had a problem with the instance hashes colliding.
OV slowing down yea, but that’s about it.
Not yet, got sidetracked from the project a bit 
I'm just finishing some renders for portfolio stuff and will be working on that first thing before going back to my branch 
I've seen some oddities from 5~6 captures I merged a while ago. Many stuff went missing or missaligned somehow, can't describe as it has been a while. Ended up ditching it
Gotta order them in the order they were taken.
Some day I'll write a python script to merge them properly, but its not today 
Oldest on the bottom and newest on the top from what I remember
Thing is, if you have inst_1234_0 in one capture and merge with another capture which also defines another object as being the inst_1234_0, the one from the previous capture should be redefined and will be missing. Gotta test that though
So I’m thinking wipe out all the building lighting, keep the highway lighting, and then start rework on the main strip. Does that work?
watch from 1:55, highway like this or nearly like this and it would be perfect highway athmosphere
Would you rather just rework areas at a time then?
1 area at a time i would say
when we have the next release we can take all time we want for that so it can get good
Is it just me or are the black levels really raised here?
Everything looks really grey
Does the current mod look that way too?
nope, its an old setting of me
Aaah okay roger!
i only shared the video because of the lighting, i think it looks better than that what we have now and it was not that flickiry
Yeah got you!
why is it so noisy? and why do the textures look like that
your normal or height maps are wayy to powerful or have the wrong details implemented
i dont know why i am liking it
denoise is disabled
and whats wrong with the textures
nothings wrongs it the tone maping i think
no, they are off, and not only i would say that
They're ai generated afaik. That is the confusion
Typical ai textures
AI Textures = Bad
I mean, it is more about finding a compromise between two. In-game lights are so much artificial, that they are used to control the scene lit level precisely. For example, the shading of a car and areas without light sources. Following original lights only will result in perfectly black image in unlit areas and perfectly black car paint due to correct reflections implementation in most cases. And sometimes it is literally impossible to repeat shading/lighting from original game. So we have to improvise to get things working with RT based engine. And most of the time ignoring direct covertion of lights from original game
If you using RT lighting and want to make it simillar to Original, compromise is the only way
Hey guys, how to improve performance on RTX 3070?
Turn on DLSS ultra quality
change your render resolution down to 1080p
Already did that, it's the only way to have above 15fps
Ok ill give that a try
Wait what?? How much fps do you have?
Ah, you're higher than 1080p
Turn to performance. Should run smooth
guys
my game is runnig in slow motion help
i have a 4060 laptop
fps is around 40 but the game runs in slow motion
nvm
i fixed it

That's a dlss thing
Waiting for ray reconstruction, day 3
Why day 3?
Cuz I've started counting 3 days ago
Understandable
where
My denoise settings dont fuck up lighting and denoising
E-man tested it
Its a problem of your own
how
But i wouldnt recommend to replace the dlss
Thats the problem
Okay guys I have a dumb question. I installed the mod, but it looks too dark and textures look awful ( old game). I've seen people working here on some textures. Is there official texture mod for this, or can I use anything I want?
wdym
Old files, new release coming soon
Ok
is there an updated tutorial
And you need the latest dxvk and bridge remix
bayview didnt pay electricity bills
i have latest ones
My zip is fine, e-man approved it
Just reinstall everything, dont touch the files in zip and adjust the settings just from the pictures in the zip and you will be fine
oh yea once it came after removing zip okay
then it crashed
when i relaunched same lights gone
i reset settings everything was bright but graphics were f ed up
oh ok brother ill try once again
just replacing your rtx conf must do the job right
or should i change in menu also
Not only, also the settings from pictures
Cant tell you rn, i am not at home
Oh one more thing. When I visit the body shop, there is no lighting in it. I have the Anti culling installed
Can you show a screenshot of what the game looks like in open world
Looks about right
oh
wait
That's the 0.2 build
Yeah that's about expected
You can download from github, but the installation is a little complicated,
Not only a little🤣 i wouldnt recommend to do it with git bash
How?
someday, im going to be that guy who will mess up the UG2 installation
and burrito will be there
looking disappointed
😢
👍
Were all looking disappointed
Widescreen ini set fps limit from -1 to 0
Yes
hows it now
Lamp
@ember river @tawny elk @desert ridge

how the texture look?
nah even in motion their edge lines are visible
Sky looks awesome
yes
dosent blend well
Blend with what?
ma bad talking about tiling
aw
yeah that will look cool... but those look good only in highways
yeah
newer nfs hot pursuit have those looks awesome
Also this scene looks too different from the original
Looking really good. Though the seams can be disorienting/nauseating if played long enough. I'm not home, looking from my phone rn. Can you send pics of how it looks? I think the grain textures of the pavement are looking pretty good but can't zoom into videos to check
Yeah you can zoom
Have you tried?
Wtf
Now I have lol

Cool
This brushed asphalt look surely looks nice for highways as mentioned. You could create a separate material and assign them to selected road meshes rather than the global one
Hellraven mentioned a planned rework on them. I think for this release we could adjust the lights so it matches the current tonemapper again, and then a rework would be nice for a next one 
What you guys think?
Very Nice
These roads are ugly as fuck
Yeah, a lighting rework would be nessecary for the future because tje lighting right now dint fit the game. Also as burrito mentioned we have to redo the main menu garage. The main issue is the floor and the lighting. If you compare it to an oöd version of me you will se what i mean
Very early version i made
Probably the first one
Dont have the pictures of the second 1 i made i think
Ah here it is, sry for bad quality, had to cut it out of my community tab on YouTube
@ember river if youre online again pls tell me what you think. With adams help we could turn these 2 concept into something phenomenal
For me, once we wrap up a new release, we could dive straight into remeshing this whole scene, not just lighting and textures
would be better
If you guys could do the least amount of work to get the current lighting as close as possible as the old pics before the release, it would also be great
i could hop into it
comin closer @ember river
Those windows
Adam, what do you think? Change floor or let it stay for now?
didnt changed them yet if you meant the right front one and the ones behind... these are emissives i think, but i will see what i can do
Floor is fine
i meant the one on the platform
That can be changed
Compare with original
im on it
too brown i think
I think this one would look great if you tune the brightness pretty low as if there were no lights inside the building (probably a out of business safehouse), the curtains would be lit by the outside lighting
You could desaturate and darken them so the interior yellow lighting would be gone
wont get any better without full mesh replacements
i will do the rest after work , for now, i have to go to bed. hopefully its ok for you on how the lobby is going to look
That's not like I'm strict on which light you use on background. But, please, lit up the car. Player have to see it. When you put just a single light from behind the camera, it lits up the front part of the car and goes deep dark to the rear
Also I'd like you to finally describe what 'original' means for this project. How far from original assets we can go. What to prioritize the most. Which result is desirable, in short. And describe that in details please
I put 3 lights, 1 slighly higher and in f4ont of the car, the other 2 more from the side. As i said i will work on that again when im back from work
I just noticed such approach previously. Looking forward at what you bake now
Just a small suggestion, could we make the scene wider to accommodate super wide screens, like 21:9 or even 34:9? It would be great to have some assets in front of the car. If we can figure out how to use PBR materials for every car, they could reflect objects, but not a plain black background.
Only with mesh replacement. And yeah, we know about these borders for a long period of time. They're present in most lobbies for now, so I tended to place a light source from the null side of a scene
Hey @jade briar IIRC you were working on those world space jersey barriers a while ago, right?
Just noticed that the slanted bottom of it could (maybe) be simulated using POM, if you wanna give it a shot
I think its worth a shot, as the POM tends to "inset" the surface to the point of being able to see the world void if you overdo it. The pic is just for POM reference
hmm
Actually, a quick test would be pretty easy, lemme cook
But I think 8 bit texture might not have the accuracy.
Hmm yeah
It actually works surprisingly well, though it breaks a bit at grazing angles
float inputs:displace_in = 0.006
@cloud crypt here is the PR merging your stuff. I reestructured your files inside the johnny decimals structure so you might see the files changed are a bit different than what you sent me, but its all there. Just need someone to click on "approve" to merge
https://github.com/Ekozmaster/NFSU2-RTX-Remix/pull/111
Huh. Not bad
done
Hey @desert ridge , what should be reviewed on your PRs exactly (glass-material and hemry81:main)?
Replacing many textures and using glass materials for almost all headlights and taillights. However, we still need to fix the emission textures for some of the headlights and taillights.
Its mostly work on cars, right?
yes
@desert ridge left some comments for yah 😉
Thx
Wow this looks quite good
im going back into stuff now. I have no work the next 2 days so i defenetly will get the Lobby finished. I dont know who made the textures of the walls and the garage doors. I kinda want to take the albedo, make it a bit better with better maps and pom
but if you guys say its not needed for the next release its fine for me, since we`re ganna re-mesh everything
fixed too high brightness of UG2 logo
that was before
what to do with these? they ruin the scenery
better Platform
its this testure
creating better roughness map and a height map
looking good. I'm afraid the ground mesh uvs will massacre your textures though
its literally this texture
hmm ok. Thought the texel density would be really bad
burrito doesnt want me to change the ground texture but platform is ok
Nah, this seems to be a heavy pavement. Don't think those turn tables structures would be made out of something like that
ok, the one i currently use it is then
Oh, idk if you noticed btw, but I merged your stuff already earlier when hemry approved them
hm?
The highways underside and cobble brick walls POM textures
ah yeah, they are merged now, ive seen that already
Before
after
for the background skyline
should i turn down the light brightness?
would look like this then
the bright bg doesn't helps much visualizing the right brightness
though, those are daytime buildings
hm ok, let me see if i can find smth different
I wonder if some upscaling AI wouldn't cut it already
I'm afraid the OG ones are quite iconic view of the city
yeah, but they are ugly af
https://github.com/Ekozmaster/NFSU2-RTX-Remix/pull/109
I updated some screenshots with the textures that I recreated.
i could do smth with these
wow, those are looking good
thinking about some seattle references like this
let me see if i can cook smth with these, i alsways can change them again when they arent appealing
the blacks are much more pronounced
This is the city where I live, and the view of the harbor is incredibly beautiful.
IMO if you could make this image closer to the brightness levels (contrast, mid tones, etc.) of that seattle pic, it would be perfect
nice easteregg then XD
come on man, go grab some nice pics for us, please 
lets photoscan the whole thing, thats it

I don't have a good camera, I just use my iPhone to take pictures. You know, the iPhone doesn't capture night photos very well.🥲
Keep it positive: Your competitor is this blurry thing
🤣
One of the Easter egg textures has severe stretching in the middle, so I had to split the name at two side. I might fix this issue by replacing the mesh in the future.
Thank you my man, thats pretty sweet, and helps a lot on reviewing
amazing
But do these work if you modify the wheels?
for now, just smile & wave boys
the best i can do, elsewise the details get lost
lemme try something
I haven't replaced all the tire textures yet, only two of them for now. However, I have already created a template to replace the other textures, making it easier to do so.
if you could drop the raw png would help surely
though I can grab from discord if it doesn't distorts the image too much
this is how it would look with black background
i also could add a mountain to it to get the "heights" into the scenery
https://maps.app.goo.gl/m5svMQWrcCehko5a8
You can find some references for creating backgrounds by using Google Maps.
Mna
Man
I spent the past 3 hours making smth in blender
Completely unrelated to this project
Feels like wasting time
Looking good. I've got this, could yout try it?
this has some really bright edges
sorry, transparency got lost in the baggage
is it the same?
Don't worry, I often find myself doing things without really understanding why.
I was doing a lighting study lol
Testing out complementary colors based on a pallet
I rebalanced the colors a bit trying to get something closer to a cinematic tonemap (take that with a huge grain of salt)
ok
looking really good
the eyes look misaligned though, like the right one is looking at the camera and the left just forward 
other than that, perfect
The character looks good, but I always end up creating characters that fall into the Uncanny Valley. As a result, I have decided to stop making characters.
Nah, it's just the funky eyes.
I know. Making good looking realistic characters is really hard. This character is from cyberpunk.
i still added a camera raw filter and rebalanced the colors a bit and put on some color grading
just to get rid of the bright edges
nice. That got rid of that red fog near the neon signs/outdoor screens
sry, meant "billboard screens". For some reason in BR we call those "Outdoors"
now help...
you prolly wanna set that as a emissive texture rather than the diffuse input
ah ok, make sense
that plane isn't lit by any source
@desert ridge Those water textures look pretty, but since the translucent material is sort of nerfed, we can't have partial transparency or cutouts right? They look like some really thick laminar flow jets. I like them nonetheless 😅
yup, in motion it helps a bit. Once we get some improvements to the translucent material that would benefit quite a lot
hmm they look a bit too saturated 
city lights as reference
Translucent material transparency is not working, so I added a white color border instead. Perhaps using a normal map without an albedo texture would be a better solution
Hmmm maybe. If you could replicate the look of water dropplets flying along the mesh surface that could look really good
I'll attempt to make it tonight, but I have to go to work.
hm, this texture just dowsnt want to work
no matter what i do, BC3 or BC7, it allways looks like that
with 0.1 emissive power
its pretty dark
0.2
Its looking good. That sky bg isn't helping much. For some reason its way brighter than regular skybox even though they share the same material
thats how the Lobby currently looks after lighting rework. I couldnt do a full rework for now since i am not sure if it even is needed for now (smth like new angles, softer lighing etc). For now i just equalized brightness, color temperature and reworked the platform texture, the windows and the cityscape
And that is the reference from burritos video
and here is what OG game would look like
Much better
However
I have an idea
What if
You render a background image
hold on
Lemme cook
I have an idea
@cloud crypt
can u send the background image
I have an idea
png
Which one did yopu use in the game?
short
okay
time to cook
@cloud crypt
So I rendered
Fog
Like
Volumetric fog
In front of the image
Can you put that in front of the buildings and see how it looks?
hm, let me see
well, that is not working
but a good idea, buildings looking better, but that black line is bad
For now i go to sleep, see ya in some hours for the next steps in the lobby rework
make it emissive
But I'll see what to do with it
I did
Hi. You've missed this border texture though. It is unique for this platform, so you can change it no worries. Also you've been testing lights with default car material. Consider applying reflective material first
You should have added light fog(or desaturate), not blur. Blurred background can work if you simulate camera DoF across all the scene only. And the fog is a common trick to show of the depth of the scene
Yeah i know, but somehow adding reflective car material makes the car black xD
That's what I mean apparently. It reflects black environment in the scene. So you need to solve this issue as well
working on it
Here are the maps, can you tell me if i need to rework something? I hope they work as intended:
Albedo
Emissive
Normal
Roughness
Explain that
If your goal is to make retroreflective arrow signs in the platform, the emissive intensity should be incredibly low. You can use the guard rails I did as reference. They're something below 0.05 iirc (the intensity constant)
What eman said
Yeah i know
Also paint layers contributes little to not at all to the height of a surface. Is it intended to be paint?
Oh, well, i should have used the roughness map as input to create the normal
The text and signs shouldnt be in there
Oh ok
Also dirt layers are almost unoticeable in normal maps, so if you'll be using rough map, just tune it down for the dirt layers and it should look great 😉
Try that on mesh now. If I remember correctly it has tricky texel density. And make sure to blend the upper part into the platform surface
I could make the upper part tranculent, should work the same
This one
just let me cook XD
If the seams becomes a problem you can go the other way around: Make them pop. Make an actual gap between the metal sheets as they'd be assembled
Sometimes intentionality beats perfectionism
If there was an actual reference to such solution
well, in materialize it looks like that for now with new normal map
the part below the yellow stripe you cant see ingame, so the edges arent a problem
also it isnt meant to be dirt, its ment to be rust
Rust appear over edges and in spots, not leaks
Hmm rust has some layer of complexity. The actual rusty bits aren't metallic
hm ok, well, we will see how it looks ingame
To get the look of paint/vinyl, you’ll want it to have a lower roughness than the metal as paint smooths out the roughness.
There is this too
Yeah. Paint also isn't metallic, and they might help prevent a little bit of rust, so you might want to differentiate the rust levels on the metallic bits from the painted surface
@ember river Can you remind me a thing. Have you remodeled all the middle sections of wide roads with that curve based geometry network?
You mean the avenue medians?
I guess. You said they follow a spline curve in your project
to take a closer look
Ah yeah, they do, and are somewhat of a pain to assemble, but I'm getting the hang of it. I've only worked on that specific median from the pics I've sent so far, which is the city core main avenue, second median between the two tunnels entrances
Are you planning to replace all of the same medians, right?
Tile it twice, ye
Nice. Though they're a bit w i d e
Yeah, though I don't want to just replicate exactly the same design on every one. Some of them are fenced grass patches close to the ground, while other are actual walls, and also thinking about landscaping design, variety and so on
emissive intensity is about 0.02
you guys think i should redo the albedo and emissive to fit the tiling?
For sure 😅
Not redo, just get the final images and tile them a bit in PS or someother app
Tbh honest, the tricky part is to find how much the image should be stretched to accommodate the UVs, so if you can import the mesh in blender and play a bit with it would be best
Once you find the stretching factor, you can open your images in PS, resize the canvas so there will be white space left to the right of the image, and duplicate it to fit. There will be seams, sadly, which you need to deal with
Well, i have no clue of blender😂😂
You can try to eyeball it based on my texture after all
Using your plugin for OV and a UV editing software you can fix UVs real quick.
texture now matches the mesh
I should spend some more time working on that tool and record a video on how to use it
It works with replacing mesh and saving a copy in the mod folder, right?
From your original pics, the triangle are equilateral
Repeat it 2.5 times exactly
uh, as i said, i cant use blender, dont know shit about it
Just squash it in PS or whatever you use
2.5 is your stretch factor. Resize the canvas width to 2.5 the resolution
Keep in mind textures need to be powers of 2 afaik, so you'll still need to resize the final image to fit
now they are looking like this
Hmmm almost there 🤏
if i tile them more they get streched upwards, already tested it
Are you using 2.5?
Could you try 3x?
As you can see I tested 2.5 and it was perfectly fine
i am using x2
in photoshop ita quite complicated to get the best results when it comes to tiling
You should check out substance painter 👀
Yeah, since you're not tiling it by a integer number, there will be seams at the middle of the third repetition
I set the width of original to 1/2.5 which is 40%
And just copied over, ye
in photoshop you can fix these seams quite easy
There's no seams. White lines are just an aftifact created by anti-aliasing
a shame that it isnt a fully round mesh, because with 2.5 tiling its not fitting the mesh anymore
Lemme cook something
Why is the texture so big down below if only the top side is used?
Don't ask us 🥲
And the worst part he can't save up space by filling it with solid color
Could you guys send all the textures for the platform? I'll rework the mesh a bit in blender and setup the replacement
So you guys can mess with the textures alone
standard texture or new ones?
the new ones. No need to stretch or anything, just the best quality ones
I'll remap the UVs and such
with maps?
Combine them as well 🙏
wdym
Platform and siding meshes. And combine these 2 textures together
do you want them as PNG or DDS
you can set the roughness map also as metallic map
Can you also send the main platform part
Hows it going E-Man?
Baking the textures now that they've got new UVs. Though, in order to keep area-proportional UVs, I had to remap the textures to a different location so the yellow stripe won't line up again. You'll have to offset it a bit
Guys, quick question. I see that version on bridge that is linked at github page is expired:
can I just download latest build?
just download the latest ones, yes
thanks!
It's working perfectly. This game looks soooo good now. Guys, massive respect for you all!
I've tried it like 5 months ago and difference is massive!
Will be better in future, lighting will comepletly get reworked, but until that we currently try to get version 0.3.0 out
This needs fix. Either by texture or mesh edit
Not sure what u mean
The orange line is just blender's selected object outline
I'm talking about edge of dark concrete material. It should either be both meshes with dark concrete base, or dark concrete reaching just the edge of a slab
Oh, I slanted it a bit so there is a bump now
why is the platform so much on the left and not in the middle?
Can't imagine what type of construction used there
I used free cam to look closer
oh ok XD
I'll leave that for you guys 
haha XD
It looks good for me, nothing bad to say about it and it fits quite well
but 1 problem, the emissive you used is not dx11 srgb, seems to be greyscaled BC4, thats why it shimmers red
oh boy, my bad
https://carousel-usa.com/wp-content/uploads/2018/06/bricks.jpg
I mean that's how edge of a slab should look. Just swap tiles with some concrete-like material
EA, we dont want it to be realistic... it have to look good, thats all
Normal UV's 🥺
I see. Since there were some black & yellow stripes, I though of something covered with a metal sheet edge 
Just unzip the files and add @./03_meshes/02_environment/02_garages/01_garageCar/03020201_garageCar.usda@, to mod.usda
unzip on same location btw
to the main mod.usda?
Almost, I had to tile it a bit out of borders 
what da hack
ok, i think i can delete the looks override of garages_lobby for that mat then right?
Yup, if they aren't used anywhere else
nope, its a mesh special texture
The meshes have their own defined in the TurnTable*.usda
adjusted Window lights again and tweaked the lights in the back to be a bit brighter
The Lobby rework is nearly ready for the next release version, only some mere tweaks left
getting a glow effet on these window (without emissive power higher than 0.3)
were getting there
I have a request for the platform
a bit late
It's never late
You can always achieve perfection
Can u like
The metal texture on top is kinda broken
So
My idea is
its not metal, its a kind of repair station floor with oil and damage
No
yes
XD
Haven't slept for 38 hours

