#NFSU2 (Need For Speed Underground 2)
1 messages Β· Page 36 of 1
Ya only need to do it like 4 times for a curve unless it's a hero asset
when i extrude small curves the object gets flat
i used the spin tool for the curves
Set it smooth shade
I'd recommend this series for anyone trying to master the basics of blender tools and techniques
https://www.youtube.com/watch?v=7tdUxzhEy_E&list=PLjEaoINr3zgHJVJF3T3CFUAZ6z11jKg6a
A quick promo of what you'll learn in the Beginner Anvil Tutorial series.
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not the donut one? XD
I've learned a lot from it myself, haven't watched the donut one though, but this one is good
i also used the spin tool for the neon mesh XD

and when i created it i forget to bevel the endings XD
One of these days. I'll do the hard surface course from creative shrimp
I've had it downloaded for years
but as i said im thankful for every tipp i can get
Honestly, I find watching how others just model things way better than tutorials. Like speedmodeling/speedpainting.
Please don't use booleans. Save your sanity for later
But they make topology and UVs so. much. fun.
First, I create the basic shape of the stairs and then round the edges by beveling them. After that, I extrude each step by 20cm at a time. In 3dsmax, it's easy to create stairs with this style, but I'm not sure how to efficiently achieve the same result in Blender. Therefore, I resort to using a less efficient topPoly modeling method.
I don't use either, only on very controlled pieces, like those holes on the jersey barriers
In blender you can use array modifiers to quickly repeat offset stair steps and add a bezier curve on top to make the previous mesh follow the stair path
He is the person who convinced me to switch from 3dsmax to Blender. He is really talented.
We're not commenting this π₯²
It follows the curve, but each side has the same size. I actually need different sizes for each side, so it doesn't fit the situation properly.
Personally, I model everything with actual clay, and then use photogrammetry to create a 3d model of it. Then if the polycount is too high, just add some decimation to it.
smth more like that?
what da heck XD
Try keeping the thickness conistent throughout the bend
sheer impossible... dont how how to do that with extrude
Try just tracing the texture and then extrude it.
Try this:
1 - Make a simple step model
2 - Add an array modifier like this
3 - Make a bezier curve (keep its origin at 0,0,0, same for your stair model's origin), draw it the shape you want it to be curved
4 - Add the curve modifier on top of the stair mesh
wdym?
got it a bit thicker through fatten
I found a geometry node that meets my requirements, and it's available for just $7.π€
https://rytelier.itch.io/procedural-stair-builder-for-blender
https://blendermarket.com/products/stair-builder
Complex geometry nodes graph for procedural stairs.
Create procedural stairs out of handcrafted elements. Generates complete stairs with base steps, step tops, support and railings.
What's the texture hash for that lamp? EB17A6ABC3E39A52
i think i got it now
@cloud crypt you can start with a simpler general shape and iteratively add more details while preserving the overall topology neatly, like this:
1 - Make a simple long bar
2 - Use Ctrl+R and mouse scroll to add 2 loop cuts
3 - Move the upper side upwards
4 - Use Ctrl+R to add enclosing loop cuts around the curves like this (4th pic)
5 - Select only the curve edges
6 - Hit Ctrl+B to bevel the edge shape, and mouse scroll to add more bevel loop cuts
I know the array feature can make objects follow a curve, and I'm using it to replace the railroad and road railings in GTASA. I'm also setting up a stress test scene in Remix to compare light objects versus light meshes/textures. After the 3.0 release, my plan is to do mesh replacements in the NFSU2 tunnel as well.
Arrays + Curves are awesome
but the middle one gets thinner then too
Oh, I see. You want to preserve the thickness. You can eyeball that one if high precision isn't necessary by moving it to make a diagonal curve
MY TURN
Oh yeah, thats sweet
that's "extrude the plane method" with beveling those 2 edges and extruding all the mesh in once
Also very easy to UV map
this method doesnt work for me, blender does some random shit
That's a similar method to how I made the stairs.
Then you made them solid π
Weird. What kind of stuff?
blender goes like this
I believe you need to merge some vertices.
Weird, not sure what you have selected when using Ctrl+B
press m > by distance
these
but then this happens
even though i selected all 4 vertics
You should select something like in this setup
I model everything at a molecular level
Just like this
Wow, you are God Level modeler!
thx
Oh no, I just realized why my stair was not working correctly with the curve. I mistakenly raised the Z axis of the curve when I actually wanted it to stay at zero level. I'm frustrated with myself for not trying more before, and I feel foolish for wasting so much time on modeling the stair incorrectly.
Thanks @ember river you save my life
well, i got it for the inner one... but the outter edges wont bevel now...
i think that should work
Any thoughts?
How is the topology?
maybe press Ctrl + A > all Transform then try bevel again
Im eating rn, i tell you after that
Try select all vertices/edges you want to bevel at the same time.
If you do it separately, the problem will occur.
common burrito, im still learning...
After some encouragement from us, I am confident that you can become skilled in detailed modeling within a month.
a month... sounds like a long time span XD
Believe me, modeling is much easier than texturing. Sometimes, improving modeling skills is simply about finding more efficient ways to create.
It appears that the model has been scaled. Have you tried using the shortcut Ctrl+A > All Transform in "object mode"?
now it works, scaling wasnt applied correctly
thx
how do i get these now konnected?
found it
with loop cut + extrude i could get it
Using loop cut and snapping can greatly assist in accomplishing various tasks.
but how do i bevel it now
Sometimes, you need to check if there are double faces inside your mesh after "connecting" the vertices. This is because visually connecting them may not actually establish a proper connection. Otherwise, you might encounter issues when using bevel. Additionally, the topPoly method is not suitable for beveling, so you need to create hard corners like this.
press the "G" key twice and enable Auto Merge at the upper right corner. Then, move the vertices to the desired side for merging.
Great job! Now you have the skills to create props.π
The spin tool is also useful for creating props like street lights.
I have to go to sleep now. Have a great time modeling!
Haha, i have to sleep too, have to work in 8 hours
gn8 guys, and thx for the help, very appreciated
Can't yall just remove the verts on one side so only a flat plane shape is left > alt j to get quads, maybe clean up a lil if the og topology was extra wack and then extrude/ solidify and have the actual profile of the shape to work with?
For them lamps
Also this does not look like half a sphere cut, it reads like a cup with the top part being the only thing rounded off
I only will stay as close to the original as need to be. Otherwise we could just continue to use the old meshes...
cinematic experience
You can add more polies to a model without completely destroying it's look and feel. With how undirected this project is, it's gonna end up looking like an incoherent mess by the end of it if everybody just wings it and does whatever floats their boat, trying to "improve" things. If you wanna preserve the look of the og, with your inexperience, i'd really stick to matching the og game as much as possible to reduce guessing
Then shut up and leave
I always ask the other contributors if it fits. Same with the windows in the lobby, same for the platform textures, same for the cityscape. Im interested in keeping the art style while giving it a more suitable flare. I literally safed the Lobby from looking like complete shit which didnt looked like the original game at all
Bruv, you're free to do whatever you want, but don't get pissy over critique, this is a public place meant for discussion
@cloud crypt where does this lamp come from? maybe you could google some references, looks like something out of a NYC subway
Its the lobby lamp
This one looks a bit similar, just google some.old street lamps and make your model based on them
They arent looking similar. The lobby lamp has an lower arm with upper support.
I meant the style, i'd guess that the lobby buildings are based on old industrial areas
Pretty often industrial estate is being rented off to businees and for garage use, at least that's what original game lobby reminds me of
Ah ok
Displacement offset is high
Turn it down to 0.2
That looks nice, but your displacement is too strong, that cobblestone looks more like a carpet
interesting look
wait what, why nobody told me about that XD
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where can i find
some sort of
changelog
just an overview of the progress you guys are making
don't have time to read all this daily
but still find very interesting
The GitHub has a commit history every time new changes are pushed that shows a comment as well as what files changed.
We have a github repository as mentioned by @humble niche , https://github.com/Ekozmaster/NFSU2-RTX-Remix
As well as a GitHub Projects board with tasks we're working and planning
https://github.com/users/Ekozmaster/projects/1
does it support other scripts like nfs extra options etc.?
somehow it looks different (kinda better) after i installed latest bridge and dxvk, is that caused by SSS?
Woah!
visual mods like?
HD Reflections i guess
HD reflections are just bumping up the planar reflection resolution and refresh rate
Hmm Thats looks good
Shouldn't be, SSS isn't enabled on every surface by default, it's an effect you want to use sparingly only where you have to
pls.. im not that good in modelling and still learning when you refered to modelling
Here are some lamp refs too
for some reason
the game doesn't even run
i mean the game doesn't open
but their's an existing instance of the game running (which i find from the task manager everytime and end task)
is there any thing i can do to fix
standard version of nfsu2 does run perfect
but not the rtx remix version
keeping in mind i followed the exact same steps
and uh, has no mods except for the widescreen fix (as shown in the tutorial)
U probably got something wrong
Do you have an RTX card?
The game sometimes doesn't run if you don't have core affinity set to 1 or 0
Game likes to use only 1 core
Widescren patch fixes that
had a similar issue today, where i couldn't install the mod from scratch (crashes immediately at first intro cutscene) , but i could update an existing instance from a couple months ago and it worked fine
ofc
my game doesn't even open
just an instance runs which i need to close from the task manager everytime
this is a widescreen patch issue
if i had to remove the widescreen fix, is there any other step to follow?
my other games too doesn't run when i use widescreen fix
but without it, the game runs fine
I left the lights behind because why the hell not (weight reduction bro)
can you send me your copy
of the game
i wanna test
just to check
and make sure
you can upload and share me a gdrive link to download
pls
Make sure to follow server guidelines, which include not sharing game files without proper licensing
Take this to dm if anyone wants to help
this server might get a bad rep with irresponsibly sharing game files
alright
Sorry, I've read the text on your PFP as a "sniffer"
okay xd
I read it as "shitter"
I read it
i forgorπ
Jesus Crist
Oh time came
Someone is trying to make it work on U1...
Looks 300 years passed away and city is dead for good.
Not wet just shinning light on rusty wall...
Heres the official guide on all road markings, signs, etc. from the gov. Has everything in vectors and dimensioned (PDF warning) https://mutcd.fhwa.dot.gov/pdfs/2009r1r2r3/mutcd09r1r2editionhl.pdf
pdf warning
PDF Warming π₯
Maybe we don't need to follow the guidelines
The layout wasn't even designed for this lol it's a racing game
omg, if this is just for visual flairs go ahead
But don't be over thinking when it's not required
Who needs guides when the game is about not caring about them in the first place haha
idk the tufu guys have been geeking over accurate road markings so I thought I'd put the link here
I'm also not a fan of this
Might be handy for someone
Fun comes from passion, not details
Make it look good without being a π€
I like how it looks currently
Just need more property placed light sources and emissive maps
and some remastered high poly models
Y'all know this better than me π
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I made some new textures. No they are not ripped from GTA 5 but yes they look very similar because they inspired me. I made a lot more ...
its the tonemapper that's causing UG2 to look like GTA V lol
OMG, this is so GTA V
Finally, UE5 is GTA5
Guys the project is still in development or now is cancelled?
If @jade briar still alive the project is alive, we are working on it.
Still working on it, no worries, just have the head full of private shit at the moment so i stopped working on the lamp model. But will get back to work soon.
I'm on a bus heading back home after a week away. Can't wait to get my hands back in the project
Tonight, I will work on replacing the buildings. I've been watching several Substance 3D PBR texture videos lately, and I hope to create improved textures for the buildings.
Not dead. Not yet.
Just distracted
It's joever

Is it possible to update the rtx remix to version 0.3? The game needs frame generation for a very smooth experience
NFSU2 has been on a late commit for a long time, there's a good chance most of the features from 0.3 were already in.
Well, To be fair, were always aimed for having the latest build in it. And we always use the latest builds for development. So if we push out the next release it will be build on remix 0.3.0
Speaking of which, new release, when?
Depends on some things. I think my wall and my underside of the bridges are merged. The new Lobby isnt yet and the model of the lamp is not finished
and i dont know which things are missing too
but i also think that the new lamp model isnt needed yet for the next release, its more a quality of life improvement. I will clear some things up and then i will share the Lobby files for merging
Think the remaining stuff is the avenue medians I'm working on and a couple @desert ridge tasks tagged as release0.3.0-alpha, which now seems like we're just following remix major versions 
haha XD
But it is right, next one has many changes as per semantic versioning, so 0.3.0 it is
I have identified two tasks for the upcoming release, 0.3.0-alpha. Assigning glass materials is nearly complete, but the effect retexture still requires some minor adjustments.
Regarding building replacement, my original plan was to include it in the next release. However, it may take some time to create the interior assets, so only a few buildings might be included in 0.3.0.
In addition, I intend to create a dramatic intro video for this buildings modification. I will provide more details once the first hotel building is finished.
Lemme know if you need any help. I could do the interiors if you're struggling a bit with it, or something else
My plan is quite ambitious, perhaps even more than you all might expect. I aim to create complete buildings with rooms, elevators, restaurants, and reception areas, just like a real hotel.
All of these plans are based on the intro video I want to create. It will serve as a showcase to demonstrate how Remix can achieve high levels of detail and realism.
That's precisely why I mentioned the need to create a floor plan for the hotel. I want to ensure accuracy and avoid creating something that is not faithful to the original game.
Hmm ok, that sounds really cool as a showcase sample, though for final product I wouldn't go that way because, at the end of the day, gameplay matters the most, and if we spend all the budget on stuff that isn't visible by players, we will end up not having enough to add more effective details like road side vegetation, facades, stuff ppl can drive around up close
You can keep on that project if you want for sure, but lets just avoid having it going full blown on a final release. Lets use that as an alternative branch for showcase purposes. We could even create another branch from matter just for such things
Understood. My plan is focused on creating only two hotel buildings. For the rest of the buildings, I can utilize the Blender Buildify add-on to expedite the process.
I will start by assigning the glass materials and editing the textures. I believe I can finish these tasks within a few days. Over the past few weeks, I have been primarily working on my Remix GTASA mod and haven't made any progress with NFSU2. Now, I will shift my focus back to NFSU2 and continue working on it.
All cool buddy.
I'm just asking so we can wrap up a new release soon, it has been a long while since 0.2.0
So I have come with a problem that is new for me. The game is going in slow motion. Does anyone know of a solution?
Whatβs your FPS?
its between 30 and above 40
Try setting DLSS to a lower setting and increase your FPS.
is there anything I should do with speed.exe properties by chance?
Not that I know of
hmm
this issue effects the physics of the engine
if there are too many frames it breaks
and goes in slow motion
But there aren't
So I just played with the dlss off and on, high and low settings. I upgraded my pc recently and moved the game onto an nvme.
Did you install extra options ?
Nvme shoujldn't make that much of a difference other than loading textures
here's an example tho
https://www.youtube.com/watch?v=eKOO667ClDg
we now have RTXIO
Dude's getting 40 fps
i believe someone else was having a problem
something like this
damn
i referenced the same video before
that makes it the 3rd time i reposted
So I went to that old post from HellRaven EXP and set my fps limit in widescreen fix to 0 and it works again
yay
I do have some confusion on why I am getting low fps on my pc after upgrading
What PC do you have
@vague sparrow I have upgraded to a ryzen 9 7950x3d cpu and a 4090 gpu
You need two 4090s in SLI
No way XD
I think you should be able to do 40fps on 1440p native
No DLSS
And at 4k you need frame gen and DLSS balanced
I saw dlss but where is the frame gen?
Are you going on 0.3 build of rtx remix runtime?
That I am not sure of. I might need to update
They included dlss 3 frame gen back
Ohhh okay. Yeah I will update it then
Adjusted the glass material to reduce its transparency, allowing for a see-through effect while addressing the issue of excessive shininess on the car interior when using highly reflective Legacy Materials.
I have recreated the refractor mesh to ensure that it looks accurate and visually appealing.I realize that sometimes I can be stubborn.
Now das a proper Sprinter
For comparison, here is the origin mesh with edited headlight texture
I believe the license plate need some love, and the height map works effectively on flat surfaces. Should I consider adding some dirt to enhance it?
Sure, but not too much
I have subscribed to the monthly plan for Substance 3D, but I'm still using Photoshop to create textures because I'm too lazy to explore new options.π
Oh, you can buy it once for life on Steam
Only 2023 version though
After careful consideration, I believe that all 3software included are valuable, especially the Substance 3D Designer can easily create many custom patterns. Therefore, I have decided to subscribe to the monthly plan.
Yes, that's one of the reason i picked substance 3D.
It's it too much?
I'd look some references on how dirt tends to accumulate on such surfaces 
Like this?
Kinda, yeah. You can also use the bump maps + smart materials to peel paint, add rust layers and such
So, that means I have to start using Substance now. Alright, let's give it a try.
Oh you've mentioned you're on PS, nvm then
Substance is life 
Substance offers more procedural options and is likely faster than manually painting in Photoshop, provided I use it effectively. Therefore, I still need to give it a try.
Just don't go overboard like this reference, as it is a tuner's car, the guy still cleans it up from time to time, although a little bit of rust or exposed metal might appear with time
Maybe something with this level of worn
https://www.artstation.com/artwork/OyaLgk
i see plates like the middle two most often
this includes rural areas with more dirt or whatever
That's one look nice but i think it appears too rough.
Shit, texturing is hard for me, just finished align the albedo and the height texture, it's time for me to go to work. I'll try my best to work on it tonight.
The UV mapping is stretched, so I need to recreate the mesh as well.
By the way, Iβd suggest making the screws and lettering raised in the actual mesh rather than having them just be normals.
If I choose to perform mesh replacement, that is also part of my plan. I find it easier to accomplish through modeling rather than creating textures.
No use in trying to make the texture work if the UVs are messed up with the original mesh.
I still require some time to learn how to utilize Substance effectively.
Yes, it's simply a flat surface with a border and some beveling on the edges. It's quite easy to create.
Just set the simulation rate to 0 in widescreenfix, it will fix it
Short: sim rate
Normally its set to -1 which will effectively will be your monitors refresh rate and -2 would be double that. But too high in-engine frame rates causes many problems which will result in slow motion. Which you can see in a good camera with 900fps. Its the same result but only with higher fps.
Setting it to 0 will limit the engine to 120fps so you wont experience slow motion
I think we'd be better off making the plates look like they do in the later games where they look like proper plates issued by municipalities
or just follow the games original style
it's not really that big of deal
it just needs to look detailed with PBR
if needed
I believe that this project's art direction guideline should adhere to the original style previously mentioned by @jade briar.
Isn't that the whole point?
To remaster the game while still keeping the original look and feel
For comparison purposes, I have a strong desire to closely match the original style, including the font, to the best of my ability.
Looks good
Thats what i always said tooππ
Hmm, the font is good but still not the same as the original
Unable to locate the exact font they used, some manual adjustments are needed.
Follow the original shape and trace the outline, but the letter "G" looks somewhat unusual or odd.
Also looks like it's embossed as well
Otherwise yours is a very good remake of the original number plate
I could give suggestions because that's all I can do here

Will be using a height map and normal map for this process, this is the albedo map will be used to create PBR textures.
ChatGPT informed me that the font is Eurostile Bold Extended #2, but it appears to be a slightly different font. Even Illustrator's Retype feature couldn't find the exact match. It's possible that the text is too blurry, and the font itself is uncommon or unique.
If you know vector drawing, you can just trace the points on top of the blurry version and get the best precision. Also, make sure to keep an even thickness for the lines 
Maybe some upscaling AI like waifu2x could help increasing the image resolution so you have something sharper to work with
I have manually traced the points in Illustrator. It seems that using AI to upscale the image beforehand might result in an improved outcome.
Does it look similar?
The number 2 appears different, while the others are similar. However, the letter "G" in the original version has a sharp corner at the bottom left.
wait, is it the embossed effect to make the number 2 look like different.
oh nice the font looks 99% identical
what font is this
I mean... Here's the outline
It's the same font used in GTASA
On the right of a screenshot
the look & feel of it is all there, so, I'd say, lets move on with this, after all, it is just a millimetric detail, no time to spend on this level of detailing
Number 2 still look differentπ€
Want me to adjust "2" to match?
It's easy to make the change. I can switch the font in Photoshop, convert it to a shape, and adjust the corner slightly.
Ye, that's what I mean. I just noticed it to be a standart font
Does anyone recall which internal addon in Blender can be used to create screws?
The license plate is ready, but I still need to add the screw to fill up the UV space.
You can grab some from Sketchfab-like website :P
I found it, It's Bolt Factory
Ah yes. The yandere dev screw generator
For such tiny detail, its best to just painting the screws/bolts on the main image with a proper bump & normals
speaking of guidelines, what do you guys think about it? Should we start working in it? Any ideas?
It has been a recurrent subject lately
Not sure what's the topic you mention
About having well defined style guides for the whole project, so ppl can line up their stuff with what everyone expects for the project, not just doing stuff by feeling rn
I personally think it might be a good time. Almost every month someone new joins the team, sometimes without full understanding of remix shennanigans, also, there might be more ppl who would like to join, but don't feel confident yet as it is not clear what we're expecting
Burrito just refuse to compel. It makes me think twice before starting anything. Any of my work can be just ditched to him saying "no" any random time in the project
Just like you guys started working on that "hierarchy" and "style guide for artists" document
im sure he'd love to see something that's really good and close to the original game
because that's what we are after, don't wanna lose the games style
That is because we have ppl's "feeling" overruling a standard guide document. If we had a style guide, we would have good arguments for what to keep and ditch + having well defined tasks so ppl don't work on the same thing like happended a while ago with you and CountBuggula, who I've been missing in this channel too
As I've said above, we need to identify what's too much off the original game. As all of us have slightly different feeling about what is too much in specific case
having played the game...i can atleast give my perspective of what's okay to go with and what's not
we can either go shot for shot original or keep the same aesthetics with minor touching
just create a few iterations of what you are making and the people here will decide
it makes it more compelling to work with suggestions
Well, our best references now are the projects that have been released.
What do you guys think about HL2 & Portal Prelude's approach? Too much difference, too little?
me personally, i would go with the original but when we need to add detail then its a problem (you have to add something of your own to justify the level of detail)
not sure what you mean with "going with the original"
This is the working strategy right now. But working on numerous iterations swallows more time than you expect. Consider the real chance of other people reworking some stuff from scratch. And here you get an infinite loop of reworking same asset by all the people with numerous iterations. We just don't have such a big resource potential.
There is a heavy machinery asset from HL2, lemme find the on/off real quick
so the portal RTX went with a more remaster approach, new materials and textures (from portal 2)
some hated it and others felt it was fine
what i meant with the original was that it should look the same but enhanced obviously
nothing replaced entirely that might hinder with the games art style
Font is Ariel Bold
Can not correct you.*** Italic Bold***
@tawny elk adam you did all that effort but we already found it
Very correct
All good, I didnβt realize ya found it
or the required man power
its like each working modder contributes as much as they can
This one I noticed has changed a lot between On & Off. What are you guys' opinions on that?
Looks good to me π
they are using the remastered assets from project 17 and HLA
Yea, I mean, what if we were to use the same level of remaking the assets, being this much different from the original?
By the way, I dug up some concept art for U2 from the web and reached out to the artist if theyβre able to share any more information.
yeah no way the original was like that
My personal border line for materials: Matching material type, matching base color, add up realistic patterns/details/etc;
For lights: place them from already present light sources of the scene, can add up few fake ones when sources can be off screen, match realistic values for color/temperature.
So this remake looks logical for me - good work.
It doesn't resemble the original exactly, but I believe it looks more like a real liquid rather than resembling glass like in the original. I think it was intended to represent a liquid substance.
It might be some kind of fuel reservoir or a sensory deprivation tank 
on a more professional level, we have still not created our workflow properly as to what we are going to remake first
correct me if i wrong here
we have the github thing Eman created but all i see is the Manhole thing
π
Kinda, we have a GitHub Projects board, though we don't have any rules to feed the backlog of "To-Do" tasks
Any task is welcome on the "Backlog" column, sure, but we don't have rules to what to drag to "Todo" column
https://github.com/users/Ekozmaster/projects/1
Important one

i have a solution
what if we recreate that part of the wall with no trash (cuz i think its grouped together, or even a part of a single mesh), then add a child mesh of our own trash model
That trash pile deserves a meme of its own, or an easter egg
My billboard design is telling a story about staircase next to it
do we have a proper method of replacing game meshes?
Regarding the recreation of the tire texture, I have already uploaded two of them on the GitHub. However, I haven't started working on the remaining ones yet. Should I continue with the task since it's not included in the v0.3.0 Alpha list?
You guys have some more contributions for that? I'll be searching some methods to get this guideline doc going.
If anyone who have had experience with such things like building GDDs before would like to contribute too, that would be awesome. I'm looking for tools, structure, mood boards, maybe wikis, stuff like that
After updating the Remix action, everything has become excessively bright.
Will see if i can fix that in the new Lobby
With the new lighting
short question, remix 0.3.0 still compatible with bridge remix?
ok, i get what he meant with excessively bright
Super nova lights are back π₯²
shit
messing with exposure doesnt help
uhh, have too fully rework the lights then, but before i do that i will test without bridge
yeah no, same result
It's like opening your eyes in the morning
thats really fucked up...
That seems more of a bug than how remix will work from now on. I wouldn't bother that much and just file an issue
seems to be an emissive problem, because normal lights in free roam seem to be just fine
or a reflection issue
yeah no, its not an emissive problem
Its only in the lobby, which is a bit strange, but nothing I cant fix haha XD
You can check shops as well
i will see where these problems are too
Could be that single light source bug we had a long ago. Try disabling sections of your usda file to check where it is
yeah
is that supposed to be that bright?
well, body shop same problem
Paint shop too
and all the other shops too...
May be Normalize is finally a thing? Or that's how different types of light work now?
well, for all my lights i used normalize
Well thatβs not good, wonder what happened
Who was responsible for handling the main menu/garage's lights
Is the problem related to exposure or
Something idk?
im on it
Main lobby is currently in my hands
seems not to be an exposure problem, turned down every exposure level by 5 right now
Also check logs for any errors
turning down exposure does this
yeah, downt know what happened
Can we go back to the latest 0.2 build just to confirm?
0.2 is just fine, ive tested
I assume SphereLight holds the crown in freeroam, while lobbies are made with RectLights. May be they're bugged or reworked now
Rect lights didnβt (or maybe still donβt) work with the anticulling lights feature.
and main lobby only uses some rect lights
and in the logs i cant find anything that would cause at least that problem
or i am blind
but 0.3.0 seems like it requires mip maps cause there are many warns
and yeah, thats bad for the next release, textures sould not be defined in a users folder
and is that normal?
Yea thatβs normal
Garages are the only places where the skybox doesn't fully covers the sky, as the camera only looks at one direction
might be directional light
well, i already tested it bacause i had that in my mind too, but yeah, even with only indirect lighting its way too bright
I just downed a bunch of coffee, I can attempt to maintain the buzz and fix it 
dont you need my usda then? atleast the one for the lights?
I might be wrong, but disabling direct lighting might not be enough for getting rid of a already too strong sun. Afaik, it will only disable lighting contributions of the primary rays, but the secondary & onwards will still carry a lot of energy from the overly strong sun 
Again, just a very rough guess
yeah, disabling makes no sense, then even our lights would be worthless
A good test you could make is to replace the main lobby skybox mesh with the one at 03_meshes/01_environment/01_skybox
i could test it yeah, good idea
well no, even when replacing the mesh it doesnt work
wtf. What happens if you disable enhancements, textures, lights, etc.?
You won't get a 100 % match because the letters are distorted through low res and compression stuff but yeah
so even the Need for Speed is in Arial Italic Bold then
Hmm so it is not default light remapping causing issues. Its gotta be something we added
but its strange... Its only happening with 0.3.0 and only in the shops and lobbys
okay, and some other lights are a bit bright too, but they already were before. Since we want to rework all lights after next release it shouldnt be a problem at all. But these lobbys have to be fixed
maybe a mesh replacement is causing it, or truly the rect lights? have to do some digging, that would cost me some time
Check Emissives with enabling textures back
You can binary search through the USDA files, starting at top level mod.usad, disabling one half of the layers and checking if the problem persists, and work your way like that until pinpointing the culprit. That is what I did with that light issue we had
β¬οΈ me, when i was recreating one thing from GTA SA
I will do a deep dive when i have some time for it
looks like a mutated sperm XD
i know π
Thanks, I have already created the albedo texture and am currently facing difficulties with the paint layer. While attempting to paint on the screw, it is also affecting the surrounding surfaces.Why texturing is so hard...π«
Aaah, wrong kinda screws aren't they?
Could the UVs be overlapping?
Those holes aren't actually screws
Change these
Use M4 screws
ah yes, these
It seems to be "The rod of Asclepius", common symbol in medical science @timid prairie
i thaught of rivets like these
off topic showcase how that looked like in game
well, i did that more than 3 months ago, so i don't care that much right now, but thanks for info
Normal bolt screws with flat washers
No, all separated far far away.
That's alingment thing. You paint over several shells. If you want isolated result, use masks. Or you can swap it to UV mode and paint on UVs only
Could it be that the practice differs in other countries? I have noticed that many license plates in other places use actual screws for attachment.π€
Oh yeah every place does it differently for sure!
I just think judging by the original texture it definitely looks like frame screws
Thanks, changed ailgnment to UV problem solved.
Use m4 like these, might get lucky
That's definitely not it, judging by the original texture they have a flat top, not rounded
in Germany liscense plates look like these
we have a specific liscense plate holder XD
There have a GTASA group you can discuss there, I also publish my GTASA Remix GitHub Project there.
Hmm, btw it's so low textures and slightly big
We would just have to make our own
Best one gets implemented
Which one should i makeπ€
Americans...
#1103377328530276403 message
The black ones
Of course the ones that look close to og
That's because of the pixels in the low res texture
What's that thing.
Ik
How do we interpret what's actually there
i would prefere we take numberplates from carbon as example for new liscense plates
Honestly idk
Looks like normal screws but slightly messed up due to compression
thats from carbon (yes with mods, but that aint matters)
These one with text look very cool.
Seems more likely this kind of screw, with a rounded head or flat one
the second one
Rounded
Given the bevel from the original picture clearly catching a lot fo shadow and light it's actually something between these
It's a flat head with a bevel on the edges
although a round head would look nicer with PBR maps
With text or not? I can place our name over there as an Easter egg.
here
Maybe we can make a prototype first with texted screws
Many UV Space didn't use.
I am off for now, if something is important or you guys have important question don`t hesitate to ping me, if the allowance to ping gets abused I will block that person...
They look quite silly at the original size of the game
But this is pretty much as accurate as a 3D version can be
No textures other than the text though
Guys, do you need some help with doing PBR on textures or you have been already done it?
Yes
Yes what?
Yes we ned textures
Oh alright then
Any help is welcome, sure. The project is way far from done
How much textures were not done yet?
In percent
I think round about 95% are missing
Hmm, do you need self maded textures or it also can be used original but with enchantments?
We're now handcrafting them all to high res versions with added details, while keeping the original look & feel.
Textures are one side of the equation though. We're also replacing the models with high poly versions and proper UV mapping, so not all textures will be remade as is, rather, new models with remapped textures will also take place. It is hard to say now what will remain using the original game mesh with enhanced textures and what will be completely remodelled 
Oh wow
Also spent some time the other day learning some blender.
Decided I'd rather eat tar.
Guessing most of ya'll rely on plugins for the UV editing?
Yes
Yeeeh figures hehe
I rizomuv
Would highly recommend
I basically used blender uv once and decided that it wasnβt for me
I am learning blender at the moment. Learned pretty much on 1 day thanks to e-man, adam, hemry and some others
Also thanks to many videosπ
Nice
Looks goofy ngl
Hey guys. Just wanted to say I'm still alive. Wife had knee replacement surgery, plus lots of other stuff going on in work and personal life so I pretty much haven't even touched discord in like 2+ months. Sorry about the absence, but I'll try and hop on again at some point in the near future to see what else I can help out with. I'm sure you guys have been doing great work without me meanwhile.
Don't worry about a thing. Go take care of your wife
wait....whos gonna be changing these PS1 NPCs
nothing realistic but their textures do look a bit blurry
They don't work in ff mode
Adam was able to enable them but they don't render
It's very beautiful, good job!
since the background can be replaced completely, i wonder if we could bring the concept garage back with its white minimalistic looks
its still a concept image
Π±Π°ΡΡΡ Π° Π²Π°Π»ΠΈΡ ΠΏΠΈΠ·Π΄Π°
Don't see we doing it in the main project as our focus is remastering the game close to the original now, but sure, totally doable as an overlaid optional replacement mod
i was wondering over if we could test it out when we will be done with the remastering project
always loved concept/beta recreation
This version is insanely good, but I support the decision to faithfully reproduce the details of the final version, but if it was possible to recreate this garage as an option, it would be interesting
you need to change the clour grading, but looks good
There is no colour grading, that's just a viewport screenshot from Max with some realtime lights
The OG texture is just a texture, my version is a set of PBR textures lit in real time
oh, i see
the way this looks is awesome
No need for speed November
No need for november
No vember
yes vember
November
POGGERS
Hello there! Im working on #1169530553339490314, who wanna handle the nfs u2 repo?
as in car model updates?
is the refraction 'shader' for windshields up and running? How's performance so far btw?
Define small
Some mesh replacements here and there
adam is working on traffic lights
I'm working on the speed barrels
alright
Hellraven has made a new rtx.conf
We can technically increase draw distance with mesh replacements
Adding background buildings to a well hashed mesh that doesn't disappear will permanently keep the building there
@jade briar would the toolkit make your work easier regarding ug2?
It will make everything easy
and im just sitting
I don't understand much English but can anyone here be straight with me? please let me know if the NFSU2 remix is ββstill availableπ
use DeepL to translate to your language (if it's supported). as far as i know, it's the best translator
Sneak peak into new Lobby Lighting (will get a bit more polished until version 0.3.0 release)
the boom blam water splash things?
also what's the progress so far in car materials?
last I messed around, everything had a 'unierval' material due to how UG2 materaisl and hasing worked
That didnt changed until now... car material are a mess at the moment. But i corrected the carbon material
guys how can i install the mod
why the game may look like it is framerate limited?
in freeroam there's also no any lightning
You got extremely old release. We got v.0.2.0 for public use available on github
Yeah pls use the 0.2.0 release from the pinned github
Lights are already set up there
Atleast for for main areas (not all racetracks), highways and garages
Just reinstalled nfsu2 cuz I thought something was wrong, but after reinstalling this is how it looks
Using rtx remix 0.3.0 / bridge 0.3.0 & NFSU2-RTX from GH
got a new monitor but didn't upgraded the GPU
i'm really afraid of playing NFSU2 now
seeing FPS below 20 will hurt my ego
π©
I'll be happy seeing a single frame per second
Install github desktop
Open GitHub desktop
Clone repo of nfsu2rtx
Only this way it will work
i thought you dont need it?
still low fps on 1.2 patch tho
i'll try release binaries of everything instead of debug ones
oh it really helped
the car doesnt have lights tho
Because you download old release
Do GitHub desktop> clone repo of nfsu2rtx
Than you will have latest and greatest
Thats normal in 0.2.0, car lights will be added in 0.3.0...
Got it
a friendly advice, if you're sometimes a masochist, try heavily modding gta 5
thank me later
Same results garantueed on 4070ti, heavy modded gta v has also only 20fpsπ
Where on this page do I download bridge remix? is it the expired artifacts at the bottom?
Yeah, pick some newer ones, as those artifacts expire after 90 days
thanks π
Question regarding the vertex lighting yall raised a while ago -
Have you explored if there's any way to modify the original game to disable those baked lights?
Don't think anyone has tried. Though completely disabling vertex colors wouldn't be nice as some effects like car neons use them to add the emissive colors
Might be worth a shot though, @tawny elk
If you can disable the vertex colors for the baked lighting but keep it for the dynamic lighting, that'd be generally better than trying to exclude some draw calls from the vertex color strength multiplier
Iβll be doing some testing soon 
When we replace all the meshes, vertex colors will be gone anyway π
not much activity going on here, have you guys created your own discord server for development?
yes
nice
just in case this isn't a weird joke, could i have an invite?
at this point they need one to keep systematic
i expected one sooner really
Too much noise here
Yeah, we will only use this channel for information. For example when we have a next update ready for release etc
Seconding this request
maybe they just wanna use this thread for important stuff like releases or such
It gets very cluttered with them troubleshooting and figuring out stuff
But would love to see real time development and progress
so pass on the invite!

Im interested to look at progress at real time, so yeah, invite please
No
Srry, but that server is only for contributors, we will post some stuff from time to time in here
Okay, fine
Updated the red neon tube
Have a stadnd alone, or any realease of BEta???
Well that makes this infinitely less fun to follow
I understand your points and i understand it from a user pov too but you guys should understand us that it is hard for us to communicate in here because so many poeple are in here commenting stuff. Also wo dont have the possibilty to have seperate channels for seperate aspects of the mod.
Im sry for you, but maybe we can figure smth out to keep you in charge
bro just asked for an invite
guys, they're going to do what they need to to ensure smooth development. please respect that. they'll post updates here as they said. i understand this is a disappointment, but being confined to a single channel for a project as involved as this one is isn't ideal
i think i was the first to come up with the idea of a separate discord server in the first place and i was shut down by everyone do i didn't push it further lol
they could just have, idk, separate channels for contributors and everyone else lol
instead of being condescending
there's ways around it. locking people to only view messages by default for example
that too
i don't think anything here was condescending though, at least it didn't come off that way to me
i think he meant to keep you guys updated on the project. he's not a native english speaker iirc, probably just used the wrong word
Neither is he
Y'all are worrying too much.
We're still working on the mod
We will show off stuff when it's worth showing
The server is just because we wanted to work in peace and have dedicated channels to talk about different stuff.
There was too much noise here and just one channel made it kinda crowded and confusing when multiple devs were working on different at the same time
And here's the latest wip for people who really wanna see what's going on
Thats what i said
Here is the progress on replacing the headlights on 350z. We are trying to figure out how to optimize the performance while still keep the visual quality with our mods.
Is it just me or does it look flatter than last time. The original ones have good shape to them. I can read them easily.
you guys need to look at some old tuner magazines
These are custom-made headlights for a Rachael's 350z. I didn't find any real examples to use as a reference.
the real inspiration is really hidden in those magazines, great for reference
I already made a new version, but I didn't take a screenshot of it. It's the one I posted in the contributors group.
Ah
Did you see this headlight design in an old tuning magazine? If so, which magazine was it in? I could try taking a look at that magazine for reference.
ok i will try finding it, i remember seeing different headlight designs for cars but rn not much
it might be a in-house custom design
made by Blackbox
yeah its not there
you have to remake it ig
That's what I meant. I already tried finding many reference photos online but couldn't find any. I also tried using NFS Unbound to see Rachel's 350Z as a reference, but the mod that unlocks all cars doesn't work with the latest update.
this specific headlight is not available on the internet
wait...
i think Heat has it
I think Need for Speed Unbound would show more detail, since that screenshot is very small. I can't see the real details, so I need to see it in the game to use as a reference.
Why not try Heat
Heat has the same car but without a DLC requirement
that headlight might be from Unite mod
Even the newest Need for Speed games don't show headlight and taillight patterns in too much detail. I'll need to use real photos as a reference.
do you have any free cam mods?
Itβsβ¦ not hard to just not load Heat with mods to get higher quality reference images
No, I don't have any free cam mods. Do you have one I could try out when I get back home to work on the modeling?
OK, i will try it when i get back home.
here you go
Thanks
The confrontational tone of that messaged wasnβt aimed at you btw
i still have no idea why you guys are upset to this extent. there's nothing offensive about that message, and continuing to be snarky in responses following up is just crappy
i mean i am not really, did really suggest them to get a server because this would get very cluttered
i like that we will only get updates here
Don't worry about it. As someone who works in sales and freelance design, I'm used to clients complaining about different things. I've developed a tough skin when it comes to complaints.
if the progress is substantial
ah, wasn't responding to you. you've been fine, no worries
i have too, i'm just extra tired of it. it's been more prominent here recently, and i'd like to cut down on it
It's just smoother for development folks, posting something WIP in here is a bit of a landmine, as you'll mostly get flooded with comments from individuals who don't understand the workflows or what's being done, that's not great for development.
However naturally getting feedback from people in here is also something we've mentioned being important, we don't want to cut that off.
Just need a place where we can work together nicely and not have all our discussions drowned in questions about how to install the mod etc, having one single channel to work from just won't really do it.
So updates will still be posted in here, along with basically everything you'd normally see, it's just internal feedback and development jargon that won't affect any of you guys anyway that goes into the private discord.
Trust me, we'll spend 2 hours talking about how to set up a lightbulb.
Ya'll don't want to hear that π
Ah yeah, i remember that discussion about how to setup 3 point lighting... it was a mess
Where my rimlights at Hellraven? Mmhmh?! XD
Im working on it ππ
'atta lad
if you need it i can get the 3d model of the headlights out of heat/unbound with frosty editor tomorrow
or the entire car
We're not going to distribute copyrighted content
Can't just steal assets from other games like that
i think he just means using it as a reference for your own design
Ah, yes that's fine
That's nice, thanks. I have a 3 day holiday starting tomorrow. I can finish many headlights if I have reference meshes.
Wait, do you mean the editor available in the Frosty Mod Loader GitHub can export 3D meshes? If so, great ~ then I think I can do this myself. Thank you for sharing this information.
yes
get the editor
not the mod loader
OK, Thanks
Might as well also get the model of the Mantis kit from the Skyline and 350Z while you're at it
should be good for references
they are saying they don't want to use 1:1 of it, just recreate it using a source
New smoke particles and updated lighting for main menu
where do i install graphic thing? im confused
which one lol
The first one
so i download the rtx remix and when i try to run the game it doesn't run
i tryed to run it without anything installed and it didn't even run it was running without and problem now it doesn't
thanks github π
I like Github now
Same hahaπ
hello everyone
pls, someone ...
dont tell i wasted my time trying to install this mod... on a GTX1650 SUPER....
i mean... i need a RTX gpu to RUN the game? i was thinking that its just a requirement for the mod maker π€‘
you need a 2000 series RTX and above graphics card to raytrace
just go to the shops
im brazilian
my kidney can pay for a gtx 1050ti , if luck
@sharp sinew u know if theres some Work around to make this game running on a gtx gpu???????
None
none at all
Your card just doesn't have the hardware to do it. And even if you could work around it somehow, you'd get like 1fps, maybe lower
Maybe lower than 1 xDπ
Why u hate poor people? π’
i dont hate poor people, im poor too, atleast after i buyed my PC haha π€£
I was able to get my laptop only thanks to parents
Just sniped a 4080 for $850, how well can I run RTX Remix games?
I get like 30fps DLSS perf with my 3070 in 1080p in this game (NFSU2)
well with a 4080 you will get about 40 to 50 in Quality without frame gen and in balanced (recommended) you will get above 60 for sure
i dont recommend to use frame gen because it creeates weird artifacts
and whats weird: with msi afterburner running in the background without any oc you will get even more fps, but make sure the FPS overlay is turned off
@dapper root
first one is with afterburner and second without
Ok cheers π π
oh damn, was gonna get a 3070 just to test out remix
looks like i have to wait a bit for a 4070
i would recommend 40 series, but just for remix? if you gonna get a 4070 atleast make sure to get a Ti version, elsewise the 4070 has a worse performance than a 3080
also im on 1080p so, frame gen would help ig
yes, it would, but artifacts
4070 seems fine for remix
this is with a 4070Ti in Quality mode and frame gen.
In the first picture afterburnerr is running in the background, in the second afterburner is closed completely
Is it Quad HD?
1440p
in 1080p it would run even better
but for modding i have to rrun it in 1440p or 4K to get the best results (to edit the lights) because i have to see every detail
bruv move somewhere else β οΈ if its that bad
I'll wait for the RTX 50 series, my RTX 2070 Super shouldn't run at 30 frames @ 1080p 
and I'm Brazilian too 
and I'm playing on 1080p @ 255hz 
yeeah, ill probably will stay another 1 to 2 years at my 4070Ti, and then ill upgrade again
i will upgrade never
tmjt rei
3050 cries with this mod
Me stuck on rtx 3060 mobile 6gb
Same
255hz β οΈ what u using 255hz for? Predicting future πΏ
Nah, CSGO for example
it's the limit of my panel (LG), with 255hz I can deactivate DAS mode and get 0 frame skip
but the real benefit is not having ghost playing valorant/cs
well, there still is gjosting, but its extremely low. Not the Hz is important, the reaction time is too. My monitor has 180Hz but with 0.01ms reaction time
Its a lenovo with lg panel, forgot the model XD
doesn't look that bad
the "playing" part that is
looks like shit would be appropriate
cuz all the DLSS perf mode and stuff like that is basically carrying it
Not even 30 fps
i played at worse frame rates, believe me
i mean, it looks okay if you just have to see RT and roam around a bit
anything other than that? nope.
even with dlss ultra perfomance?
it can't run it
at 60fps
crazy cuz its 540p
π
I mean it's a first gen rt card that's also entry level, should've managed your expectations
Still costs crazy like 50k used around here πππ
damn
50K? What currency? ill get it for 100β¬ here in germany
It gets around $150ish when converted from Pakistani rupees (PKR)
I remember buying a 750ti in 2016 for 15k and it still costs the same due to inflation
50k what
Pakistani Rupees
Donkey balls
Even worse
yeah, the ecnomical condition of Pak is worse than my career
Save more and get a 3060ti for 25 more American shekels
better investment
its 75 to 85k pkr
Strange, seen 3070 ti (Asus TUF) go for 95k used in local market
used to
fuck retailers
wtf, what is a pakistanys income if they are that expensive
4070TI in germany is at 850β¬
depends average is
Less than 50k
Avg is like 70k
huh????
yeah??
wtf, than i would be rich in pakistan XD
u bet
you would be poor lol
And are you satisfied with it?
the more u get, the less u are satisfied
well, here in germany im just a bit above average, so no i am not
avarage in germany is at 1400β¬
I got my 600k rent lol, won't stay for long π
wdym
i would work something different if i could, i like to do graphics/game design XD
to be honest turkish economy is fucked up for years
Textures are all white, what did I do wrong ?
Didn't properly download the textures
Hello guys, I just installed RTX to my game, can you please help we with settings and lightning?
Maybe you use an modified game for it