#NFSU2 (Need For Speed Underground 2)

1 messages · Page 34 of 1

desert ridge
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I believe we are currently doing a lot of manual remastering work without AI, so it isn't directly related to us. However, I believe AI assistant stuff will likely become prevalent in the future gaming industry.

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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.

spark moon
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can u show the settings where

vague sparrow
spark moon
vague sparrow
spark moon
vague sparrow
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i just didnt know it was formatted in ASCII

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💀

spark moon
desert ridge
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Now I understand the issue. It's much larger in size compared to the building next to it.🤣

jade briar
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yep

desert ridge
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After gathering some reference photos, I am now beginning the process of replacing the first building.

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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.

balmy chasm
balmy chasm
desert ridge
# balmy chasm This car thing can go as utility as it is yet subject to change in future. I'm t...

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.

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Something like this, I had previously attempted to create an interior texture.

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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.

cloud crypt
desert ridge
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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.

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This is how it looks when I import the mesh in Blender.

jade briar
desert ridge
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Are you referring to the entire captured scene?

desert ridge
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It's work, thanks!
The scale is currently set to 1.0. Should I resize it to 0.01 before exporting to USD?

ember river
ember river
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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?

cloud crypt
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Yaeh, but im at work right now

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Ill send them when i am home

jade briar
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@ember river

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Have you merged the trees?

ember river
jade briar
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right

ember river
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I'll be committing to it later on, for now its only on my machine

jade briar
spark moon
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Why my ai textures look like this

balmy chasm
ember river
jade briar
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I see

ember river
spark moon
balmy chasm
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Ye, as E-Man said. You have to look what result AI produce

spark moon
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Normals are from legacy

ember river
jade briar
spark moon
ember river
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Wtf. Seems like some very cursed pom maps

jade briar
vague sparrow
ember river
# spark moon what ever octotex does

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

spark moon
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messed up

vague sparrow
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the tool does all the encoding properly

ember river
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Oh sorry, I misunderstood your answer

vague sparrow
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its the POM

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that's causing the issue

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or wait....

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hmm

spark moon
ember river
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Maybr the displaceIn parameter

vague sparrow
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and then see

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maybe its the encoding problem

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i will talk with Alex then

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if that's the case

trail quail
vague sparrow
trail quail
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Yup some games have a problems with pom and idk why

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And even some maps in gmod

spark moon
trail quail
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Like bigcity have this problem in some places

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But I noticed that on the last update of remix it's working much better now

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i didn't tried bigcity

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On the latest remix

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But gm_construct appears to be amazingly fine with pom

ember river
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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)

trail quail
trail quail
spark moon
ember river
trail quail
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Looks terrible

trail quail
ember river
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Hmm so its using a global constant one

trail quail
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I gonna do this in the next update, with slider to edit value on selected texture with preview

trail quail
ember river
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Good. You could compute an adequate value based on min(width, height) calc so it scales nicely

spark moon
# trail quail yes

and add the option to generate like only normals for all textures... and for others too

trail quail
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I gonna implement it to the GUI as well

vague sparrow
trail quail
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With legacy generators too

trail quail
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Or scale down the pom

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To zero

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Maybe

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That's the most fast way

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in the remix menu

ember river
# trail quail Yeah that's a great idea btw

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

trail quail
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I can implement it

spark moon
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without pom

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i reset teh config

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more tweaks

spark moon
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@jade briar how did u fixed restir glow...but i still dont get that issue on my old config as i said before

jade briar
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it was a light causing problems

spark moon
spark moon
spark moon
spark moon
open atlas
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shouldnt all this be in a separate channel?

cloud crypt
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Probably yes, but i think both games are underground games its fine

cobalt peak
ember river
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@jade briar commited the latest changes. The new palms are on the common-walls-2 branch now if you wanna take a look

jade briar
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Alright

ember river
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The median I'm working atm is this one

spark moon
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@jade briar light glow is happens when denoise is disabled

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And i got the fix beacuse its RELAX is messing with lighting changed it to REblUR

spark moon
ember river
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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)

cloud crypt
jade briar
cloud crypt
jade briar
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I'm working on the sides right now

cloud crypt
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i meant the tiling is matching with the tiling of the sides

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the marked texture is the underside

spark moon
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she will be famous in city too

sharp sinew
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Or you know...something actually funny

spark moon
ember river
sharp sinew
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"This tree has more 500,000 tris"

jade briar
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So hear me out.

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You see these banners a lot while driving around the game.

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They're quite iconic

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So changing them would not be a very good idea

sharp sinew
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Boo

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Nicolas cage face

jade briar
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If you really want to add an Easter egg, then do it the way portal did with the QR codes.

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I'm sure we can figure out how to use that part of remix

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It'll be a lot better than just having it in plain sight.

desert ridge
jade briar
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That'd be cool

ember river
cloud crypt
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without POM yet, just roughness, normals and basecolor

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@ember river sry for the ping, but what do you think?

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i would say a bit too reflective

desert ridge
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I have edit all the broken glass textures and add a subtle emission effect to the road stub.

hardy chasm
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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

cloud crypt
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best i can do on myself

sterile lake
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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

tawny elk
sterile lake
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can be multiple people

tawny elk
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Maybe @ember river and @jade briar?

cloud crypt
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Yeah, these 2 are fine, they both handle the repo so they may can help you

jade briar
cloud crypt
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@ember river here are my latest textures (i only added mine with specific folder and hashes) + usda files i added/changed

cloud crypt
ember river
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Oh, right, just came back home, @sterile lake @cloud crypt , gimme a second to sit back on my pc

ember river
ember river
hardy chasm
ember river
jade briar
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yes

sterile lake
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Thanks guys!

ember river
ember river
ember river
cloud crypt
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the streching is wanted, it should look like the mountings are angled

ember river
# desert ridge I have edit all the broken glass textures and add a subtle emission effect to th...

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

ember river
cloud crypt
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yeah, couldnt solve it better

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in the files i shared there is also the new wall i made

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that one

ember river
tawny elk
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Lemme go dig around for some details of that kind of overpass

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They ain't got any holes monkaHmm

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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.

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Oregon DOT specs them to be 3" (7.6cm) in diameter

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I'd recommend just making the actual geometry of the indent.

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Found some

ember river
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So in order to keep the original look, I came up with this art for the ads. Any thoughts, changes or additions?

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I'll be working on the supporting stand pieces yet

ember cobalt
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is that supposed to be plastic? or more of a fabric

ember river
ember cobalt
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hm, yeah that looks better

ember river
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I bumped roughness down a bit anyway, and found a good spot with strong distant light flashing over it

sharp sinew
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that looks great

cloud crypt
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Looks great man❤️🔥

cloud crypt
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But pls, could we somehow fix that blue light that is everywhere in the city... its looking so god damn ugly

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@ember river did you merged the files already or do you still have to?

jade briar
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Looks good

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Oh I was meaning to ask

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What's an area in the game where we have the most amount of replacements

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Don't say the main menu/speciality shops

cloud crypt
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Hm, probably the city core if we count in emans mesh replacements

ember river
ember river
cloud crypt
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Hm? What do you mean with chances? I thing you meant changes. But no, for the next release files are fine

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I think meshreplacement for full highways isnt needed yet

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And i am no good at modeling🤣😅

ember river
ember river
ember river
humble niche
desert ridge
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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.

tawny elk
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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.

desert ridge
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If I'm not required to create real bricks, perhaps I should explore alternative methods to simplify the UV mapping process.

tawny elk
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Why are you using a sprite sheet? Couldn’t you chop up the sheet?

jade briar
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Yo @ember river

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Where are the sine walls textures located?

desert ridge
jade briar
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Adam whe're you fixing this?

blazing bone
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ADAMPLZFIX

tawny elk
jade briar
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So might as well consider it broken

tawny elk
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I could create another branch and fix it and pray that it merges easily monkaHmm

jade briar
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Adam bro pls

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fix

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Another interesting problem

tawny elk
# jade briar fix

If you do a capture you can just add the drawcall preserve to the mesh and not have to wait for me

jade briar
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But it's all the more reason for you to do your thing

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So I'll wait for you to merge

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pls fix

tawny elk
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My branch is so out of date that it probably needs redone again SAD

ember river
jade briar
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alright

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Adam try not to fuck things up challenge (hard)

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jk

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i luv u babay ❤️

tawny elk
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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

ember river
tawny elk
jade briar
tawny elk
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I’ll have to finish up my library of lights tho, they need PBR materials and better topology. peepoG2

jade briar
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uuhm

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I think remix update broke the game

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@ember river

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@tawny elk

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can u test

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With latest bridge/dxvk

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uh oh

ember cobalt
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they updated the USD implementation

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maybe that broke things 😦

ember river
# jade briar I think remix update broke the game

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
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At boot time

jade briar
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mark help

zinc meteor
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If you're building it yourself, you need to regenerate the build directories

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#general-remix message

ember river
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That one I grabed directly from the actions builds

zinc meteor
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I just noticed that the actions package doesn't actually include any USD library files.

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so uh... yeah, that's not going to work.

ember river
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Hmm, need to update bridge as well then?

jade briar
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I downloaded via auto downloader

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Pretty sure it updated the bridge as well

ember river
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Hmm bridge also doesn't includes the USD libs

zinc meteor
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bridge doesn't include the usd dll's either

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I'm following up internally to figure out how to get the updated usd dll files released properly

ember river
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Think the 0.2.0 release has it

jade briar
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alright

zinc meteor
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the ones in 0.2.0 are the old ones.

spark moon
tawny elk
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Mark fixed it

zinc meteor
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err, not yet, still working on it

tawny elk
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Mark didn’t fix it

ember river
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Mark not pls fix Peepo_Sadge

jade briar
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mark

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pls bro

severe solstice
tawny elk
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It’s okay it happens

cloud crypt
zinc meteor
cloud crypt
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what works

jade briar
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Latest dxvk broke some stuff

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It's fixed now

cloud crypt
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i dont experience any change...

jade briar
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Did you update dxvk?

cloud crypt
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yes

jade briar
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when

cloud crypt
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2 hours ago

jade briar
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idk what's wrong with your computer then

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For everyone else, it was broken

cloud crypt
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also, i have this ugly as hell problem

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weird blue light coming from everywhere

jade briar
cloud crypt
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its on lowest setting

jade briar
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idk then

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Just reinstall

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Or maybe reinstall the rtx.conf

cloud crypt
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well its still there, but not as bright, was 0.1... im stupid, its now 0.01

jade briar
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hmm

cloud crypt
tawny elk
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For what?

cloud crypt
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light rework

tawny elk
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Dunno. I'm going to be putting together my light fixture library so I don't have floating light sources for the most part

cloud crypt
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what do you mean with floating lights? lights like these which are coming out of nowhere?

tawny elk
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Yep

cloud crypt
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ah ok

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for that to fix we need to add meshes if im not incorrect

tawny elk
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Yep

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Going to be cooking up some nice models so I have a nice little library

cloud crypt
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sanic 👍

spiral fable
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I am sure this is not gonna stir things up

trail quail
spiral fable
# trail quail

Nah, you good bro, discord it’s just being funky this morning

trail quail
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It's morning for you???

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Gosh my brain is not braining when I see the time difference between timezones woow

cloud crypt
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Here in Germany it is 15:34 or 3:34pm

ember river
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10:43 🇧🇷

tawny elk
trail quail
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It is 8 pm for me

spark moon
vague sparrow
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Neep Faw spood

ember river
cloud crypt
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No idea

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Didnt change anything on them

ember river
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This is how they should look like, just went to the same place and they're ok on my end Peepo_Think I'm using latest builds #257

cloud crypt
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Me too

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When you merged my files i will copy the repo again. Dont know what could cause that

trail quail
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Fuck @jade briar come back to ug2 remix where you at

jade briar
trail quail
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🥺 the saviour, what are you guys doing these days

jade briar
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Making a mod

vague sparrow
jade briar
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true

trail quail
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your pants on fire

jade briar
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not

cloud crypt
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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...

▶ Play video
surreal ruin
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The light polution of the city doesn't really feel like it's there anymore

cloud crypt
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I meant the road/streetlights, the new sky is great

surreal ruin
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Hmmm yeah, what happened to the reflective roads?

cloud crypt
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These got abandoned by eman

tawny elk
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They dried up KEKW

cloud crypt
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🤣

ember river
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I see the new lighting as being more accurate to real life, but the disposition of light poles and lamps are really bad

tawny elk
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I gotta finish cooking up my meshes in substance painter a few times till I like em

ember river
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Think the big next move would be Adam's light fixtures lib to add lamps where there are none

desert ridge
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i found some texture wrongly add to taillight

surreal ruin
cloud crypt
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But poeple dont want realistic lighting, they want good looking lighting that matches the old game

jade briar
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

desert ridge
ember river
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Stuff like these lights poles from rodeo drive for the main avenue

surreal ruin
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Just don't go overboard with adding lights, it can very easily become messy and noisy, you want to avoid that

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Keep lights where they have to be for gameplay, clarity is key

desert ridge
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Another mystery hole to the other world.

tawny elk
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Maybe I just wipe out the lighting usda and start from scratch, again, if there’s all these issues verySadge

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I feel like it’s so much work to refactor what’s there dead

desert ridge
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@ember river Maybe I merge my Github repo first, there are many texture changes already.

surreal ruin
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Just very important to keep in mind

tawny elk
surreal ruin
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In a racing game it's important that things are clear and the players eyes are not distracted

ember river
cloud crypt
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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

tawny elk
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Yea I agree. I’m not happy with a majority of them and we have way better tooling now which would improve the result.

ember river
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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?

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If so, lets at least wrap it up as is and get a new release bundled together please Peepo_Pray

cloud crypt
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I would think its easier to start from scratch

tawny elk
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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.

cloud crypt
ember river
cloud crypt
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Did merged my files already?

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sorry for asking this much, buts important for next release XD

tawny elk
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OV slowing down yea, but that’s about it.

ember river
# cloud crypt Did merged my files already?

Not yet, got sidetracked from the project a bit kekw
I'm just finishing some renders for portfolio stuff and will be working on that first thing before going back to my branch Peepo_ThumbsUp

ember river
tawny elk
ember river
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Some day I'll write a python script to merge them properly, but its not today Peepo_Kek

tawny elk
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Oldest on the bottom and newest on the top from what I remember

ember river
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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

tawny elk
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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?

cloud crypt
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No, do you want to make me angry and sad at the same time

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😂

cloud crypt
tawny elk
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Would you rather just rework areas at a time then?

cloud crypt
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1 area at a time i would say

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when we have the next release we can take all time we want for that so it can get good

surreal ruin
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Everything looks really grey

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Does the current mod look that way too?

cloud crypt
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nope, its an old setting of me

surreal ruin
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Aaah okay roger!

cloud crypt
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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

surreal ruin
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Yeah got you!

spark moon
cloud crypt
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why is it so noisy? and why do the textures look like that

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your normal or height maps are wayy to powerful or have the wrong details implemented

spark moon
spark moon
cloud crypt
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and whats wrong with the textures

spark moon
cloud crypt
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no, they are off, and not only i would say that

ember river
jade briar
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Typical ai textures

cloud crypt
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AI Textures = Bad

balmy chasm
# cloud crypt But poeple dont want realistic lighting, they want good looking lighting that ma...

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

timid prairie
#

If you using RT lighting and want to make it simillar to Original, compromise is the only way

dapper root
#

Hey guys, how to improve performance on RTX 3070?

vague sparrow
sharp sinew
#

change your render resolution down to 1080p

dapper root
dapper root
trail quail
#

Ah, you're higher than 1080p

cloud crypt
teal wolf
#

guys

#

my game is runnig in slow motion help

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i have a 4060 laptop

#

fps is around 40 but the game runs in slow motion

#

nvm

#

i fixed it

jade briar
teal wolf
#

what do i do about ghosting tho

#

i have 5 car behinds in my screen

jade briar
teal wolf
#

shit then

#

thanks tho man

trail quail
#

Waiting for ray reconstruction, day 3

balmy chasm
#

Why day 3?

trail quail
#

Cuz I've started counting 3 days ago

jade briar
#

Understandable

teal wolf
#

bro there was a custom denoiser zip file over here

#

does that fix the issue?

jade briar
teal wolf
#

wait

#

this one

#

but my lighting is fucked up

#

its all dark now

cloud crypt
#

My denoise settings dont fuck up lighting and denoising

#

E-man tested it

#

Its a problem of your own

teal wolf
#

how

cloud crypt
#

But i wouldnt recommend to replace the dlss

teal wolf
#

the lighting was fine before i used

#

oh

#

i replaced the dlss

cloud crypt
#

Thats the problem

teal wolf
#

okay then

#

lemme see

#

nope

novel sparrow
#

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?

cloud crypt
#

You installed it wrong

#

Its not a problem with denoise

teal wolf
cloud crypt
novel sparrow
teal wolf
#

is there an updated tutorial

cloud crypt
#

No

#

Not needed

#

If you follow it correct there will ne nothing wrong

teal wolf
#

yeah it was finr but a lost of ghosting in dlss quality

#

i tried ur zip thats it

cloud crypt
#

And you need the latest dxvk and bridge remix

teal wolf
#

bayview didnt pay electricity bills

teal wolf
cloud crypt
#

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

teal wolf
#

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

cloud crypt
teal wolf
#

oh ok brother ill try once again

#

just replacing your rtx conf must do the job right

#

or should i change in menu also

cloud crypt
#

Not only, also the settings from pictures

teal wolf
#

oh okay brp

#

where to find main

cloud crypt
#

Cant tell you rn, i am not at home

teal wolf
#

oh ok bro

#

just tag message whenever available

novel sparrow
#

Oh one more thing. When I visit the body shop, there is no lighting in it. I have the Anti culling installed

jade briar
novel sparrow
jade briar
#

oh

#

wait

#

That's the 0.2 build

#

Yeah that's about expected

novel sparrow
#

Yup, thats the one I saw

#

Is there new one or is it still WIP?

cloud crypt
#

WIP

jade briar
cloud crypt
#

Not only a little🤣 i wouldnt recommend to do it with git bash

dapper root
vague sparrow
#

someday, im going to be that guy who will mess up the UG2 installation

#

and burrito will be there

#

looking disappointed

#

😢

jade briar
balmy chasm
#

👍

cloud crypt
#

Were all looking disappointed

teal wolf
cloud crypt
#

Yes

spark moon
cloud crypt
#

Better

#

Still not perfect, but better

#

You could keep them for now

spark moon
tawny elk
jade briar
jade briar
#

where did y'all go

tawny elk
jade briar
spark moon
jade briar
#

That's...

#

The pont

spark moon
#

Sky looks awesome

spark moon
#

are u talking about roads texture.

jade briar
spark moon
jade briar
#

Blend with what?

spark moon
jade briar
#

Yes I know about tiling

#

It was juast a test

spark moon
spark moon
jade briar
#

yeah

spark moon
jade briar
ember river
jade briar
#

Have you tried?

ember river
ember river
jade briar
ember river
#

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

ember river
jade briar
#

Was messing with the exposure values

#

before and after

cloud crypt
#

Very early version i made

#

Probably the first one

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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

ember river
cloud crypt
#

would be better

ember river
#

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

cloud crypt
#

i could hop into it

cloud crypt
#

comin closer @ember river

jade briar
#

Those windows

cloud crypt
#

Adam, what do you think? Change floor or let it stay for now?

jade briar
#

Fix them

#

Too bright

cloud crypt
# jade briar Too bright

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

jade briar
#

The ones in the back

#

They look so weird

cloud crypt
#

ok, i will see if i can change that

#

shall the floor stay, or should i change it?

jade briar
#

Floor is fine

cloud crypt
#

i meant the one on the platform

jade briar
#

That can be changed

cloud crypt
#

ok

#

better

jade briar
#

Compare with original

cloud crypt
jade briar
#

Ughhhhhhhhhhhh

#

Ok

cloud crypt
#

im on it

cloud crypt
ember river
# cloud crypt

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

cloud crypt
#

fot that i would to have somehow restore the original textures

#

ah, here they are

ember river
cloud crypt
#

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

balmy chasm
balmy chasm
cloud crypt
balmy chasm
#

I just noticed such approach previously. Looking forward at what you bake now

desert ridge
#

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.

balmy chasm
ember river
#

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

jade briar
#

uhhhhh

#

That'd look bad

#

I'm not sure if it'll work

ember river
# jade briar I'm not sure if it'll work

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

jade briar
#

hmm

ember river
#

Actually, a quick test would be pretty easy, lemme cook

jade briar
#

But I think 8 bit texture might not have the accuracy.

ember river
#

Hmm yeah

jade briar
#

Yeah test it out

#

see what happens

ember river
#

float inputs:displace_in = 0.006

ember river
#

Hey @desert ridge , what should be reviewed on your PRs exactly (glass-material and hemry81:main)?

desert ridge
#

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.

ember river
desert ridge
#

yes

ember river
#

@desert ridge left some comments for yah 😉

cloud crypt
dapper root
cloud crypt
#

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

cloud crypt
#

made the lights which are comin from the sides a bit brighter

cloud crypt
#

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

ember river
#

looking good. I'm afraid the ground mesh uvs will massacre your textures though

cloud crypt
#

well no, i have no problems at all

#

they look good ingame

ember river
#

hmm ok. Thought the texel density would be really bad

cloud crypt
#

burrito doesnt want me to change the ground texture but platform is ok

cloud crypt
#

ok, i think this is good

#

i also could try this one, but dont know about that

ember river
cloud crypt
#

ok, the one i currently use it is then

ember river
#

Oh, idk if you noticed btw, but I merged your stuff already earlier when hemry approved them

cloud crypt
#

hm?

ember river
cloud crypt
#

ah yeah, they are merged now, ive seen that already

#

Before

#

for the background skyline

#

should i turn down the light brightness?

#

would look like this then

ember river
#

the bright bg doesn't helps much visualizing the right brightness

#

though, those are daytime buildings

cloud crypt
#

hm ok, let me see if i can find smth different

ember river
#

I wonder if some upscaling AI wouldn't cut it already

#

I'm afraid the OG ones are quite iconic view of the city

cloud crypt
#

yeah, but they are ugly af

desert ridge
cloud crypt
#

i could do smth with these

ember river
#

wow, those are looking good

ember cobalt
#

those would be really nice

#

OG ones never looks really appealing to me

ember river
#

thinking about some seattle references like this

cloud crypt
ember river
desert ridge
ember river
cloud crypt
#

nice easteregg then XD

ember river
desert ridge
ember river
cloud crypt
#

🤣

desert ridge
#

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.

ember river
cloud crypt
jade briar
ember river
cloud crypt
ember river
#

lemme try something

cloud crypt
#

do you need the picture?

#

i just used a camera raw filter

desert ridge
ember river
#

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

cloud crypt
#

this is how it would look with black background

#

i also could add a mountain to it to get the "heights" into the scenery

desert ridge
jade briar
#

Mna

#

Man

#

I spent the past 3 hours making smth in blender

#

Completely unrelated to this project

#

Feels like wasting time

ember river
cloud crypt
#

this has some really bright edges

ember river
cloud crypt
#

is it the same?

desert ridge
jade briar
#

I was doing a lighting study lol

#

Testing out complementary colors based on a pallet

ember river
# cloud crypt is it the same?

I rebalanced the colors a bit trying to get something closer to a cinematic tonemap (take that with a huge grain of salt)

cloud crypt
#

ok

ember river
#

the eyes look misaligned though, like the right one is looking at the camera and the left just forward Peepo_Think
other than that, perfect

desert ridge
# jade briar

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.

jade briar
cloud crypt
#

just to get rid of the bright edges

ember river
ember river
cloud crypt
#

now help...

ember river
cloud crypt
#

ah ok, make sense

ember river
#

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 😅

cloud crypt
#

looking like ice, sry

#

not pretty bright

#

but defenetly fitting more

ember river
ember river
cloud crypt
#

ill fix that, wait a minute

#

but in photoshop they arent that saturated

ember river
#

city lights as reference

desert ridge
ember river
desert ridge
cloud crypt
#

hm, this texture just dowsnt want to work

cloud crypt
#

no matter what i do, BC3 or BC7, it allways looks like that

#

with 0.1 emissive power

#

its pretty dark

ember river
# cloud crypt 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

cloud crypt
#

And that is the reference from burritos video

#

and here is what OG game would look like

jade briar
#

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

cloud crypt
#

yeah sure

#

as dds or png?

jade briar
#

png

cloud crypt
#

wait a minute

#

the big one and the shorten one

jade briar
#

Which one did yopu use in the game?

cloud crypt
#

short

jade briar
#

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?

cloud crypt
#

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

jade briar
#

But I'll see what to do with it

cloud crypt
#

I did

balmy chasm
balmy chasm
# jade briar <@401032793829933056>

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

cloud crypt
balmy chasm
#

That's what I mean apparently. It reflects black environment in the scene. So you need to solve this issue as well

cloud crypt
#

Hm?

#

Thats not what i meant

cloud crypt
#

Here are the maps, can you tell me if i need to rework something? I hope they work as intended:

#

Albedo

#

Emissive

#

Normal

#

Roughness

balmy chasm
ember river
# cloud crypt Emissive

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)

cloud crypt
ember river
# cloud crypt Normal

Also paint layers contributes little to not at all to the height of a surface. Is it intended to be paint?

cloud crypt
#

Oh, well, i should have used the roughness map as input to create the normal

#

The text and signs shouldnt be in there

ember river
#

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 😉

balmy chasm
#

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

cloud crypt
#

I could make the upper part tranculent, should work the same

balmy chasm
#

This one

cloud crypt
#

just let me cook XD

ember river
#

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

balmy chasm
cloud crypt
#

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

balmy chasm
#

Rust appear over edges and in spots, not leaks

ember river
#

Hmm rust has some layer of complexity. The actual rusty bits aren't metallic

cloud crypt
#

hm ok, well, we will see how it looks ingame

tawny elk
# cloud crypt Roughness

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.

ember river
ember river
balmy chasm
#

@ember river Can you remind me a thing. Have you remodeled all the middle sections of wide roads with that curve based geometry network?

cloud crypt
balmy chasm
#

I guess. You said they follow a spline curve in your project

cloud crypt
#

to take a closer look

ember river
#

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

balmy chasm
balmy chasm
ember river
ember river
cloud crypt
#

you guys think i should redo the albedo and emissive to fit the tiling?

balmy chasm
#

For sure 😅

ember river
#

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

cloud crypt
#

Well, i have no clue of blender😂😂

balmy chasm
#

You can try to eyeball it based on my texture after all

ember river
#

Good one

#

Circle shapes are great for telling whether something is stretched or not

tawny elk
cloud crypt
#

texture now matches the mesh

ember river
balmy chasm
#

It works with replacing mesh and saving a copy in the mod folder, right?

ember river
balmy chasm
cloud crypt
#

uh, as i said, i cant use blender, dont know shit about it

balmy chasm
#

Just squash it in PS or whatever you use

ember river
#

Keep in mind textures need to be powers of 2 afaik, so you'll still need to resize the final image to fit

cloud crypt
#

now they are looking like this

ember river
#

Hmmm almost there 🤏

cloud crypt
#

if i tile them more they get streched upwards, already tested it

ember river
balmy chasm
#

As you can see I tested 2.5 and it was perfectly fine

cloud crypt
#

i am using x2

ember river
#

Oh thats the issue

#

Its more towards 2.5 indeed

cloud crypt
#

in photoshop ita quite complicated to get the best results when it comes to tiling

tawny elk
#

You should check out substance painter 👀

ember river
balmy chasm
cloud crypt
#

in photoshop you can fix these seams quite easy

balmy chasm
#

There's no seams. White lines are just an aftifact created by anti-aliasing

cloud crypt
#

a shame that it isnt a fully round mesh, because with 2.5 tiling its not fitting the mesh anymore

ember river
#

Why is the texture so big down below if only the top side is used?

balmy chasm
ember river
#

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

cloud crypt
#

standard texture or new ones?

ember river
#

the new ones. No need to stretch or anything, just the best quality ones

#

I'll remap the UVs and such

cloud crypt
#

with maps?

balmy chasm
#

Combine them as well 🙏

ember river
balmy chasm
#

Platform and siding meshes. And combine these 2 textures together

cloud crypt
#

do you want them as PNG or DDS

ember river
#

PNG would be better as I'll use them in blender

#

dx normals as well

cloud crypt
cloud crypt
#

you can set the roughness map also as metallic map

balmy chasm
cloud crypt
#

im on it

#

had to convert everything, especially the normal map from octa to dx

cloud crypt
#

Hows it going E-Man?

ember river
# cloud crypt 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

cloud crypt
#

Damn this is looking awesome

#

The Emissive still will work on this?

open nebula
#

Guys, quick question. I see that version on bridge that is linked at github page is expired:

#

can I just download latest build?

cloud crypt
#

just download the latest ones, yes

open nebula
#

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!

cloud crypt
#

Will be better in future, lighting will comepletly get reworked, but until that we currently try to get version 0.3.0 out

balmy chasm
#

This needs fix. Either by texture or mesh edit

ember river
#

The orange line is just blender's selected object outline

balmy chasm
#

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

ember river
ember river
cloud crypt
# ember river

why is the platform so much on the left and not in the middle?

balmy chasm
ember river
cloud crypt
#

oh ok XD

ember river
cloud crypt
#

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

ember river
#

oh boy, my bad

balmy chasm
cloud crypt
#

EA, we dont want it to be realistic... it have to look good, thats all

ember river
balmy chasm
#

Normal UV's 🥺

ember river
cloud crypt
#

you want me to replace the mesh or whats going on now...

#

🤣

ember river
#

unzip on same location btw

cloud crypt
#

to the main mod.usda?

ember river
cloud crypt
#

what da hack

#

ok, i think i can delete the looks override of garages_lobby for that mat then right?

ember river
cloud crypt
#

nope, its a mesh special texture

ember river
#

The meshes have their own defined in the TurnTable*.usda

cloud crypt
#

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)

cloud crypt
#

were getting there

jade briar
cloud crypt
#

a bit late

jade briar
#

It's never late

#

You can always achieve perfection

#

Can u like

#

The metal texture on top is kinda broken

#

So

#

My idea is

cloud crypt
#

its not metal, its a kind of repair station floor with oil and damage

jade briar
#

Not broken

#

Boring*

cloud crypt
jade briar
#

So anyways

#

The idea is

#

Can you replace it with

cloud crypt
#

could you

#

write

#

in

#

full

#

sentences

jade briar
#

Like corrugated metal panels

#

Think that'll look cooler

jade briar
cloud crypt
#

yes

jade briar
#

Anyways

#

My idea is up there

#

Ok thx bye

cloud crypt
#

XD

jade briar
#

Haven't slept for 38 hours