#NFSU2 (Need For Speed Underground 2)

1 messages ยท Page 41 of 1

jade briar
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Do not install wide-screen fix separately

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It's included in the mod

pale river
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its not in program files

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i reverted the entire mod and the game launched

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stupid codec

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cba to reenc

cloud crypt
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Discord only can handle h264x

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No av1, no hevc etc

cloud crypt
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Anyone in here tested? If so, are there any problems/bugs?

copper spire
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can anyone share their settings on nfsu2 remix?

jade briar
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hwat settingsd

white talon
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On 4060 and Ryzen 3600 ITS Full playable, now Just wait some nerds finish the mod kkkk

jade briar
vague sparrow
velvet rivet
severe solstice
vivid thicket
open atlas
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@cloud crypt is there any chance of getting the garages extended to support 32:9 if i give you captures of those screens on my computer? they dont extend to fill the screen and just show black past the box where the background is modelled in the base game

open atlas
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do you need any captures of the garages on a 32:9 monitor?

jade briar
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That doesn't make a difference

whole lion
velvet rivet
whole lion
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sometimes without frame gen it can get there but with it off its usually 60-80 ish kinda fluctuates, no dlss either, theres been lots of stuff where people with similar specs to me get awful performance on games but i luck out and never have those issues so idk what could be the cause

jade briar
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I'm getting 50-60 fps on a 4090 no dlss, dlfg, 1440p

velvet rivet
lusty storm
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We got a new version and nobody mentioned it here?

balmy chasm
jade briar
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New version?

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Where?

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I'm excited

dusty grove
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Jokes a side, implementation of hemry roughness.usda (car reflections), and sky box fix would be really nice (with default cfg, some sky textures aren't assigned as sky - as result of that they flicker black in some specific parts of the map - hellreven fixed that).

lusty storm
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I get it now lol, sorry

jade briar
velvet rivet
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maybe the parenthesis should be at the beginning and not the end so it's easier to see that it's specifically 2

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even with a thinner font it's cut off

vague sparrow
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@tawny elk can you edit the post title if itโ€™s possible sorry for the ping Adam, Kim solved it

velvet rivet
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NFSU2 would be more identifiable

ember cobalt
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NFSU2 or NFS Underground 2 imo

vague sparrow
vague sparrow
velvet rivet
ember cobalt
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the problem is Discord doesn't have matching. someone typing Need for Speed won't show this thread for example if we shorten only to NFS

velvet rivet
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I'll dm you the themes if you want

velvet rivet
ember cobalt
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NFSU2 (Need For Speed Underground 2)

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like magic

vague sparrow
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this looks fine as well

cobalt peak
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Why does he only have 16GB vram ๐Ÿ’€

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He probably took the 'let him cook' literally and put his 4090 in the oven

slender arch
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because this one is designed for u1

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meanwhile this channel is for u2

torpid zodiac
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Is nfsu2 lights issue fixed yet?

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Been a long time since I last checked

vague sparrow
torpid zodiac
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oh wow

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Gotta give another spin to the project

wild radish
versed flower
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Hi everyone, I did everything according to the instructions. The game starts and crash after the "Load Complete" window. How to fix it? If this has been fixed, please re-post this message here again.

sour mulch
sour mulch
cloud crypt
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u need US one to make it work

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atleast for the scripts, since it wont work without widescreen fix and anticulling script

versed flower
solemn salmon
# cloud crypt u need US one to make it work

It works fine on my EU one. Widescreen works fine, and You can turn on the RTX Anticulling of lights, which does the job (but still the draw distance is a pain). The problem of crashing lies within the version of the game, and the .exe of it.

cloud crypt
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Widescreenfix only works with hoodlum 1.2 us exe

trail quail
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Modelling some of the body kits for the 350z atm bringing the details up to more modern standards

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Might remodel some of the cars if people wanna see that

ember river
trail quail
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Feel free to send the file when you can

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We also in other things have the .blend file for anyone wanting to do the midpoly for the stage 3 brake kit

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in or WIPs under showcase

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our*

ember river
trail quail
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Thanks there were som things a bit off but for a first attempt I think it is still an improvement over the original imho

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I did scale them up but when the midpoly is done I can put it at scale of the game models

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Only because I did not know plasticitys scaling at first (an easy fix tho)

ember river
trail quail
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Yeah we noticed that U2s assets are tiny

jade briar
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How many of y'all are working on the car model?

earnest plinth
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What was the setting change to fix this again when using the Ray Reconstruction remix version?

dusty grove
ember river
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Thats a good thing. I'd like to focus on some other things

wintry fable
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idk if that helps at all

surreal ruin
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We're can't distribute stolen assets ๐Ÿ™‚

ember river
wintry fable
velvet rivet
trail quail
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350 genZ people....ok I'll see myself out that pun sucked ๐Ÿ˜…

jade briar
velvet rivet
trail quail
surreal ruin
trail quail
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ffff damn

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๐Ÿ˜„

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It did not touch grass after all

tawny elk
dusty grove
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Guys why neon is white? (Before it was working as intended). Following question, do you going to fix it?

ember river
# dusty grove Guys why neon is white? (Before it was working as intended). Following question,...

Shortly before releasing, uncle burrito disabled "vertex colors strength", setting to 0, which the game uses a lot to "tint" objects like neons, world event signs like races, shops, garages... and some other effects. That is because, aside from those neons and effects, the game also uses this to "tint" the roads, buildings and other objects with a embedded baked lighting, and since we're computing realtime pathtraced lighting, we surely don't want those interfering and driving us mad trying to tune the lighting.
An update to remix gave us power to disable vertex color effects per texture/material, so we can go around the world and tag every texture we don't want to have vertex color data used and it would go away, allowing us to keep it working only for neons and such.
All that to explain and say at the end that we fixed with a script and it will be shipped with the next release, or you can use this rtx.conf until then Peepo_ThumbsUp

soft marsh
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Do you think the next release will take much longer? or is there a target you want to hit before 0.4?

ember river
soft marsh
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I get it! maybe i can help inn some way?

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i played a bit with rtx-remix omniverse and am pretty familiar with git

tawny elk
ember river
# soft marsh i played a bit with rtx-remix omniverse and am pretty familiar with git

That is pretty good. Currently what takes the most effort from the team is 3D modelling, texturing, and studying techniques/approaches to remaster certain aspects of the game.
Some of our current goals involve:

  • Remaster the garages
  • Work on the first play experience (namely, rachel's 350z, airport scene, etc.)
  • Rework the lighting across the whole map, from light poles to ceiling lamps.
  • Rework the asphalt textures now that we had a technical breakthrough ๐Ÿ‘€
  • Call death upon almost all alpha blended/tested/transparent objects in the game, for performance
    And a lot more stuff
dusty grove
tawny elk
ember river
trail quail
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where is the github that is supposed to be pinned?

ember river
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Sorry, 0.3.0*

trail quail
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Oh, I see everything in the folder now that it's done downloading. Just drag and drop it looks like?

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and what settings in the Video section are needed?

ember river
trail quail
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tysm for the help!

trail quail
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as for that new Config, what does that mainly change?

ember river
soft marsh
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i also did some texture editing,so maybe that too!

ember river
soft marsh
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Thanks!

trail quail
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Rachel's ride has like broken pieces would it be easier for us to just make our own pieces for people to make the texture over?

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Else we gotta weld them

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I feel like it would mess up the uvs though

jade briar
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I don't think the actual game breaks them up

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That's just how remix is interpreting them

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I'd suggest rip the models from the game to see how they are built

ember river
# trail quail Else we gotta weld them

This. Just weld all those pieces into a singular bodykit mesh as we aim at preserving the mesh's AABB, so it doesn't matter if it is broken into many pieces

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Also you can make logical separations like, front bumper, rear, sideskirts, doors, etc. into different meshes. Might make our lives easier to reuse the mesh and reassign when the hash changes

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Let's say, when not using a body kit but the door hash stays the same, we can reuse that

cobalt peak
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They call me "The Remixer"

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๐Ÿ—ฟ

astral dust
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good afternoon, does anyone have settings that would work for reflection on a car? for some reason, my graphics are not very good, I can't adjust in any way (I'm a blogger I want to shoot this game, help me make it beautiful like yours)))

trail quail
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Hopefully normals can be generated frpm this

wooden wren
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infinite loading

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after updating the game

wintry fable
wooden wren
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0.04a update

unborn gull
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Project looking fire so far ๐Ÿ”ฅ

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Heck of a whole lot better than what EA could've put out

nimble crag
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hi guys i want try the mod but on my game it' isn't work can u tell me which version of game i need to download pls?

jade briar
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You need the latest us version of the game

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The download link is in the pinned messages

trail quail
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If anyone was wondering what the topo looks like so far

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Not the best but I guess it is serviceable. I will make sure the islands are all in the same place when done. WIll make all seams identical so it makes things easier

jade briar
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So far so good

cloud crypt
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looks nice

balmy chasm
jade briar
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At least 5

vague sparrow
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5 million, right?

ember river
harsh tusk
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anybody encountering a problem at the start

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the game works but the picture is just frozen on the main screen

severe solstice
trail quail
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The whole body is 100k with subd on so far

harsh tusk
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can someone help me please

trail quail
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The amount of split parts are a bit painful tbh tho like so many unwelded verts. I am guessing this is an import thing tho not yhe mesh itself. Like it won't be a 100 percent perfect conversion to .obj

ember river
# trail quail The amount of split parts are a bit painful tbh tho like so many unwelded verts....

Ah yeah. There are a lot of unwelded vertices, specially because this is how sharp edges work, they are duplicated vertices, each with their own normals. Also we're capturing whatever the game engine was sending to the gpu at that frame, so there might be a lot of runtime processing going to the asset which might not correspond to the original car mesh.
The body kit mesh itself is split into 2 pieces. My guess is the engine does that to avoid some very limited poly count per mesh it had. Just an example.

ember river
trail quail
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So I can go ham with the welds as long as I make the UV Islands identical?

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They have not really changed at all as I have not touched them but just to be safe I will check everything before export

ember river
trail quail
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Yay cause some of the original mesh is :/

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blech

ember river
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This is only necessary to the main part. The slippers, carbon details, air vents and other stuff you can even make a totally separate texture set/materials with their own UVs and as separate meshes

trail quail
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yeah

cloud crypt
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and you shouldnt forget that changing carbon will change it for everything

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be it spoilers, bumpers, hoods, or even carbon widebody conversion

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its using its own hash for everything

ember river
cloud crypt
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also i implemeted 2 versions... iff the UVs get corrected the 2K variants can be used, if not then the 4K variant should be used

lunar jay
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Hi! I'm new with this, do you guys know how to fix the white neon on garage and the car neon?

ember river
lunar jay
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I'll try it, thank you!

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It's working now ๐Ÿ˜„

trail quail
full prairie
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hello everyone, can anyone tell me how can i use the mod on my nfs u2_

full prairie
# jade briar

ive done it but the game doesnt start after moving the mod files to the games root folder

night knot
# full prairie ive done it but the game doesnt start after moving the mod files to the games ro...

https://cdn.discordapp.com/attachments/1106549860393553961/1231282896682090506/Tutorial0001-3830.mp4?ex=662bd88e&is=662a870e&hm=c652cb0a6b908f44d6a1c5415f47ecd050a218996820c089ccd52906087369e2&

here's a video that was uploaded by Uncle Burrito about how to install it in the root folder, after that, you may want to check if the game itself is causing the problem, maybe you can get it from a different source

trail quail
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Ignore the texture. This is just there to see how the new hood is picking up the UV's (it is not going to be used cause it is just the default but upscaled for our purpose only). There is a bit of warping so I guess a bit of tweaking is in order unless people are not too phased with (see intakes)

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We are going to be using HellRavens carbon texture I just did not like looking at the old one haha

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No that this is good (but as stated it won't be used or anything)

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I might model some mesh grill for the vents as well

full prairie
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is it nrmal to have this blur effect on the tires when driving fast?
ps - i followed the instructions from the video

jade briar
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On the tires

full prairie
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but the mod itself is really good, unfortunely my gpu is a 3070 mobile so it doesnt run that smoth

jade briar
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You can change dlss settings from the remix menu

full prairie
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im still learning how to use it

timid prairie
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Good remix for now

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and no, i ain't dropped that because of an image used in a video, its not my fault author used this for video

trail quail
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WIP new spoiler

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Next up rear bumper and fender

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We are getting closer and closer

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That handle and mirror needs to be updated yuck lol

trail quail
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Have the low poly model for the brakes been modelled as the high poly is too much atm. I have the high poly brakes but not a low poly model

rugged yacht
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Hello everyone ! Just tried out the current release, love what you all have been doing on this, it's wonderful ! I have a few questions though regarding the setup; should I run rtx remix off a clean installation of NFSU2 ? I have an old installation with a few HD texture and other graphic mods, is there a possibility of them causing issues ? I've had a few cases of the lighting on my car turning on and off randomly, and the wheels of other cars popping up as black disks on a layer above everything else (can sometimes see them even through the map).

desert ridge
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Here is a high-poly model that I have created.

tawny elk
rugged yacht
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Ah gotcha, many thanks.

balmy chasm
trail quail
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Cool

trail quail
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Ours was a lvl3 b rake but itwas not really for Rachel's car

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If ur up for it u could still finish urs if u want in that case ๐Ÿ˜Š

cloud crypt
open atlas
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For the person modeling: that also applies to every other spoiler in the game

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All the spoilers are universal, the model will just change based on if the car is a hatch, a normal coupe/sedan, or an SUV

trail quail
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That is ok thanks for the heads up tho

trail quail
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I sometimes kinda overbear myself

trail quail
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WIP rear bumper

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Sub div is on just to show what it would look like at full detail

open atlas
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The exhaust and tail light are also customization parts

wintry fable
open atlas
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Taillights are still a customization part

jade briar
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All default lights have already been remade

timid prairie
jade briar
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nah

ember cobalt
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i personally like it, but i feel like the 2 needs to be filled in with a light blue of some kind

timid prairie
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i used the most brightest blue from a logo itself

cloud crypt
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She meant that the empty space in that 2 needs to be fille

bright hedge
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@timid prairie try the 2 filled with some type of RTX green color

timid prairie
timid prairie
trail quail
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thicc

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For those that want to see the topology

jade briar
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Shading is a bit weird

trail quail
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Will check it out with a matcap to see if it is not just the mst doing it or not

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Could be the normals need recalc as well

trail quail
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That is about as good as we can get the shading without adding more density

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we checked with a matcap and it is not too bad. It is also that cubemap being annoying

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it is...ok
If anyone can fix it when it is almost done feel free to tweak

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What I have learn't from blender. Studio materials lie

balmy chasm
trail quail
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Yeah it looks better in cyctes

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cycles

balmy chasm
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And Cycles represents the in-game result better

ember river
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Hmmm yeah. Always good to switch between many skyboxes and render modes to check if it holds up nicely in many conditions nodders

balmy chasm
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Inconsistencies in "emix" part alingment will kill me

humble niche
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Kind of inclined to agree, maybe a base line would help here:

timid prairie
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Its the font shit

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I don't know why, but its like that

jade kayak
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You could just redraw in by hand, it's only four letters

cloud crypt
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Or just cut them out and allign them manually

timid prairie
timid prairie
earnest plinth
trail quail
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Dope!

trail quail
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Turnss out tte damn normals were inverted on some parts. Caused shading problems now they all have the same normals

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nice and clean now

balmy chasm
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Wut ๐Ÿ‘€

trail quail
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On the remodel The normals were in reverse. I have no idea why as I did not flip anything

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:/

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oh well hopefully it is ok now

vague sparrow
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Without recalculating, it does cause problems when baking materials

trail quail
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Yeah especially normal maps.

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Blender is evil sometimes

trail quail
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New doors

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Might just keep the handle seperate

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edges need tweaking but I need to see when the side skirt is finished

timid prairie
tawny elk
timid prairie
tawny elk
timid prairie
cloud crypt
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Hey Sir, do you have the original HDRi files or the textures itself? We maybe would use it if we still have the permission of yours

vernal jolt
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does the remix have an available download?

surreal slate
cloud crypt
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Sadge

cloud crypt
# surreal slate I don't think I have the sources anymore

Really? Thats sad. We hoped you could provide us with some really good HDRi skys.
The problem we have with your released pack is, that the textures are only 8bit. But we actually need 16bit for BC6H (BC6U, its the same) format so we can feed actual HDRi skys to remix.

surreal slate
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I had sources, unfortunately I lost them during a hard drive organization

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I'll look again, just in case

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I think I found something

cloud crypt
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@tawny elk @ember river

ember river
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@cloud crypt we might need to expand the bottom to fit the lower hemisphere of the sky mesh. These textures are 1:4 and ours maps to 1:2

cloud crypt
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Only the other 2 are 1:4, but expanding shouldnt be a problem, Photoshop has some quite good tools for that

lusty storm
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Hey guys, anything new to talk about? I'm super hyped with this project

ember river
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The asphalt texture is actually Traggey' work, I added the stripes, some worn marks and smaller bumps

lusty storm
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Thank you guys for your time

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Keep us updated when possible, it's nice to see the progress made here

ember river
lusty storm
balmy whale
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would you like to use my textures? a lot of textures were also used in ug2 without dirt on it. Because of this I always had to recreate the ug2 textures first, then added dirt later . Some textures are identical to mw (like the dirty red garage door or the brown rusty barrel and the wood crate and many more). I used the source image when it was possible. The traffic signs are 512512 (og is 128128 or lower), because the source images were not much higher resolution
https://www.youtube.com/watch?v=ZCwTsGmedco
https://www.youtube.com/watch?v=26tBJECtIMI

*I have already updated the brown barrel and the brown bin compared to the video, they look less cartoonish now.
I will add more textures in the (near) future.

You can download the mod from here:
https://nfsmods.xyz/mod/5443

โ–ถ Play video

I will add more textures in the (near) future.

You can download the mod from here:
https://nfsmods.xyz/mod/5443

โ–ถ Play video
balmy whale
jade briar
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Technically yes, but not as good as hand made

balmy whale
dusky osprey
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is there any way for cars to be reflective?

cloud crypt
dusky osprey
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yea but some people have reflections

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so i thought it was a setting problem for me

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but is it possible to have it right now?

balmy chasm
dusky osprey
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yeaa it worked

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thanks guys

jade briar
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๐Ÿซก

finite sleet
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Hey guys, I'm new here, I've installed the mod for now, I did everything correctly, but I would like to know if there are more settings within the game to make it clearer and more fluid

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my game is currently like this

ember river
finite sleet
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I actually adjusted it here, it's pretty cool, the only problem I don't think is where I enable the lights to not disappear in the gameplay

ember river
finite sleet
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So I can't use the low and medium options due to this bug in the car's shadow, so I can only use the highest options

ember river
finite sleet
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it would be this blur around the car

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It looks like this on low and medium settings

finite sleet
ember river
finite sleet
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Perfect, I fixed it here, thank you

unborn gull
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@jade briar do I need the actual nvidia remix setup before doing all this? I setup the vanilla Ug2 with no mods from the abandonware site, only used the nocd patch, updated it to 1.2, put the files into the corresponding folder and it fails to load. Not even a screen or anything
I have an rtx 3070 gpu

jade briar
trail quail
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There is also us also doing assets, but we are slow with it and need to take our time

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Kinda feel like I am holding up with Rachel's car

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Hope it actually doesn't mess anything (kinda worried) up but we guess we have to try when it is modelled completely

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I suffer from a lot of mental health problems as well so yeah

ember cobalt
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i know i'm not part of the mod team, but: this is a community project with volunteers. don't stress over it too much imo

unborn gull
balmy chasm
sly plover
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hi guys,,, I am new here,,, I just tried 0.4.0 version of mod and all is black... RTX4070Ti ... anyone who can help? thanks

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even worse when I start race game is still on loading screen withou freeze... Just never ending loading without crash

cloud crypt
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Widescreenfix with windowed mode 4
ModDB files from us
Than it runs just fine

sly plover
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Where can I find your modDB files please?

cloud crypt
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Should be pinned

sly plover
timid prairie
slender arch
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the rtx remix version?

cloud crypt
unborn gull
unborn gull
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Yooo

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I got it working, unfortunately I gotta work soon...:(

unborn gull
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I think it might've been the order that I installed it in that didn't work before

unborn gull
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Where's UG2 remix 5.0?

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Or do you mean the actual modding app?

jade briar
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Everyone shut up

jade briar
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That's the latest version

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Download it

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And install it

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There is nothing else to worry about

dusky osprey
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when did 0.4 come out?

jade briar
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It didn't

balmy chasm
sly plover
jade briar
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This is the only download

ember cobalt
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may they be talking about NFSU OG?

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not 2?

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that has a 0.0.4 version

jade briar
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I guess?

unborn gull
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Welp, the important thing is I got it to work

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I might've done something wrong initially that prevented it from launching or some kind of error going on in the background without any error message

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@cloud crypt do you have any UG2 mods? I've seen some of your work mostly for Carbon and it's pretty sick

unborn gull
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Mods that change the look of the game or how it plays

cloud crypt
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well there was my tokyo nights mod but i took it down for various reasons. There will be a new one
i didnt created any other than that yet

unborn gull
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Would've been nice to see it at least

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For going back to reference

unborn gull
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Would the Tokyo nights mod have been compatible w/latest UG2 remix build?

cloud crypt
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No, since i changed many textures

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And its texmod mod

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But: I will create a remix alternative when the main project is done

brave jewel
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Where i can install the vanilla version here? So i can install the mod

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I found it here once, but i'm not finding anymore

surreal ruin
brave jewel
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Oh, sure

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Thx

unborn gull
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Will using extra option mod work with UG2 rmx?

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Since I already have Ug2 rmx setup and ready to go, will adding on that mod work?

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Wanted to ask before anything happens, resulting in a reinstall

trail quail
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The HP for the rear wiper is remade ready for a LP normal map. I am remodelling the strut bar atm that I should have quickly done in plasticity but oh well may as well do it in blender as I am halfway there. No point in restarting the HP for it

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In the full model the whole wiper with the blade is actually there

cloud crypt
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unlimiter also should work

unborn gull
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Nice

unborn gull
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@jade briar were you using 40xx series GPU while testing/playing UG2 remix? Frame rate looked smooth

unborn gull
#

Ah, that explains

unborn gull
#

Is it possible to achieve 60+fps with a 3070 GPU?

dusky osprey
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720p dlss performance

unborn gull
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Not possible with 1080? ๐Ÿ˜ฆ

trail quail
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Is RTX remix even supported on psacal? I don't think it is?

dusky osprey
dusky osprey
cloud crypt
#

Set Y- resolution in widescreenfix to 720P and use balanced or performance mode for DLSS. That way it upscale from 720p to your monitor resolution

trail quail
balmy chasm
# trail quail

Do you have any far plans to work on something after completeing Rachel's 350Z?

trail quail
#

Some of the other cars maybe and kits

#

Why do you have something in mind?

balmy chasm
#

Just wanted to ask. You said you have Plasticity in workflow? Is it like start with Plasticity mesh and then retopo in Blender?

trail quail
#

We make some Highpoly stuff in plasticity for minor parts that are not significant and can be used for normal maps

#

The majority of rachels ride had been remade using blender

balmy chasm
#

So you don't retopo mesh from Plasticity?

trail quail
#

No I am still not well versed with retopo in plasticity. I just export obj and get it to export with quads, and select the required density. The lowpolys I am making in blender

balmy chasm
#

You said normals. Do you use custom ones or picked from shared folders in the project?

trail quail
#

I am making custom normal maps

#

Seeing as some of the models I made were remade from scratch

#

This wiper (not finished) was made all in plasiticy with the original model imported into plasticity to get an idea of size and placement

#

But I do base all my models on the original UV's to preserve the UV locations on Blackboxs textures

balmy chasm
#

To be fair I've checked an original model of MX-5 and noticed that their UV set is really simple to reproduce on unUVed mesh. Especially if you followed border edges of the original mesh

trail quail
#

Oh yeah their UV's scare me

balmy chasm
#

They're just flat projections though

trail quail
#

Yeah but they are quite messy

balmy chasm
#

So, don't overrun with Normals. Saving disk space for textures is quite mandatory for this project

cloud crypt
#

At the end its a 50GB mod ๐Ÿ˜‚๐Ÿ‘Œ

balmy chasm
#

hope with 49Gb of them being models

trail quail
#

All the normal maps haha use tesselation out the wazoo too ๐Ÿ˜„

cloud crypt
trail quail
#

Rivalling cods bloated file size ๐Ÿ˜„

trail quail
#

How many normal map?

balmy chasm
trail quail
#

We need some of the carbon fiber maps already made as we aint touching those. We want to use some of it

balmy chasm
#

They're somewhere in the github already. I just don't know where .-.

cloud crypt
#

There they are

#

With fixed uvs u can use 2K variant, with non fixed UVs you need 4K variant

trail quail
#

Your carbon fibre texture realy elevated it

#

Just tried it on my model now

trail quail
cloud crypt
#

Thats nice to "hear"

jade briar
#

"ok"

unborn gull
cloud crypt
trail quail
#

Too bad I suck at lighting so I might have to find a tute just to do a showcase of how to render a beauty shot for showcase

#

my renders look so bad

#

ignore the paint on the small part of the boot, that does not have UVs yet

#

Oh yeah ignore missing side skirt as I am working on that

unborn gull
#

1080 cars jk, 1080p

rustic carbon
#

genuine question

surreal ruin
#

So yes

rustic carbon
#

hmm okay

surreal ruin
#

It's just kind of a term we made up to excuse ourselves ๐Ÿ˜›

rustic carbon
#

good thing piracy is legal in some places, wouldnt be able to play those games otherwise

surreal ruin
#

Yeah I'm not making any personal statements of piracy here, just pointing out that it's against the server rules to discuss it here.

rustic carbon
#

seems fair

#

i was just curious how it looks from the law point of view

cloud crypt
#

Abandonware is a product, typically software, ignored by its owner and manufacturer, which can no longer be found for sale, and for which no official support is available.

Within an intellectual rights contextual background, abandonware is a software (or hardware) sub-case of the general concept of orphan works. Museums and various organizations dedicated to preserving this software continue to provide legal access.

The term "abandonware" is broad and encompasses many types of old software. Definitions of "abandoned" vary, but in general it is like any item that is abandoned โ€“ it is ignored by the owner, and as such, product support and possibly copyright enforcement are also "abandoned".

#

That last sentences are very important ๐Ÿ˜‰

surreal ruin
#

It's still very much illegal, it's just that it isn't worth the time and money chasing down really old game pirates

#

Unless you're nintendo

cloud crypt
#

Ah yes, nintendo ๐Ÿ˜‚

#

They hate emulators

rustic carbon
#

Nintendo is the kind of company that would copyright sue random kid for making cardboard version of nintendo switch lol

cloud crypt
jade briar
#

at least 5

cloud crypt
#

๐Ÿ˜‚

#

5 per inch?

tawny elk
cloud crypt
#

you can use this ๐Ÿ˜‰

cloud crypt
#

"fixing" the HDR Skies from BadassBaboon

trail quail
#

Some pieces are actually not as hp as they look

#

The high tri count are due to the pieces that are gunna be used for normal mapping

cloud crypt
#

Thats fine. I mean, you also could go crazy and use 1 mio tris since remix can handle extremely high tris extremely well but 100K will be enough.
It looks really good, keep up the work ๐Ÿ”ฅ๐ŸคŒ

trail quail
#

It will be a bit higher but i doubt it will hit more tha even 500k

cloud crypt
#

๐Ÿ‘

surreal ruin
#

We've said that we should try 100-250 K

cloud crypt
#

didnt e-man tried over a few million with his palm-trees?

surreal ruin
trail quail
cloud crypt
surreal ruin
trail quail
#

Realistically good modelling practice is only adding polygons when you u no longer have enough to achieve a desired silhouette. For myself going as high as possible just cause i can is never the starting goal

#

Sure if you want a smoother silhouette that can come later but focus on form first is how i go about things

#

I dunno iif i made sense here ๐Ÿฅบ

surreal ruin
#

๐Ÿ‘ Ayush, as an art lead, that's exactly the kind of mentality I'd want to see ๐Ÿ˜‰

surreal ruin
#

Mhm I can tell!

trail quail
#

Cause sure whilst omniverse supports dense mesh, going ham seems like an optimisation disaster haha

surreal ruin
#

Yeah, not just that but it makes authoring more of a nightmare too later down the line

#

Should never use more than what's actually needed

trail quail
#

Yah goes down to. "Just cause u can doesn't mean u should"

lusty storm
#

Loving seeing the progress made

trail quail
#

I am aware that like cars in racing games these days ha e a bagillion polys, but thehy are made by huge studios with tonnes of team members working on optimisation and that jazz alone. As well as probably a tonne of devs all working on one car alone

#

Sorry i will stop ranting haha

cloud crypt
#

๐Ÿ˜‚

#

its all fine

trail quail
#

๐Ÿฅบ๐Ÿพ

trail quail
#

Are the wheel models and rachel's car brake model on GIT as the brakes I am making was not really intended for rachel's ride

#

Just so I have a base on what the whole car could look likke when done

ember river
trail quail
#

ahh ok.

old abyss
#

there's a way around the culling issue but yall might not like it

#

we render our own 3d map on top of the game's map and just implement our own culling

#

kinda like what Zolika did with its maploader

jade briar
#

Elaborate

#

I also tried talking to zolika

#

Bro never replied

open atlas
#

Zolika left the modding scene entirely

old abyss
#

zolika nuked his account a few months back

jade briar
#

I messaged him before that

old abyss
#

trackstreamer in blackbox nfs games are literally from the hp2 playstation2 era

#

that's why it's very aggressive

#

we could probably update the trackstreamer

#

but since rtx does all the lighting and shading, i don't see the point

#

i'll handle the crowds first

ember river
ember river
# old abyss i'll handle the crowds first

Crowds works if you set the shaderModel higher than 2 IIRC, in Remix's dxvk.conf. But then the whole game is just rastered and remix can't capture anything.
Crowds options even show in options menu if set like that. So, as a heads up, you might be able to find something in the feature toggles when the game query shaderModel via a Dx GetDeviceCaps call Peepo_ThumbsUp

tawny elk
#

My attempt was to remove the vis check, which works but man that streamer is rough.

tawny elk
#

The camera goes through the motions and everything but the models donโ€™t load.

tawny elk
old abyss
#

any reason it's specifically stated to use RTX-Remix v0.2.0?

ember river
old abyss
#

i also noticed an issue with the forced car shadows

#

would you like me to remove them? (doing it through the textures also annihilates a lot of effects)

ember river
old abyss
#

it does fix it, but it also seems to be a generic texture (tileable gradient fade)

ember river
#

And the mesh hashes aren't stable I suppose

jade briar
#

This error is caused due to stochastic alpha blending being disabled

#

Turn it on and it looks fine

#

All car shadow textures are set as ignore

#

except suvs

#

because no one likes them

#

So no one bothered checking them in remix

old abyss
#

stochastic alpha does seem to fix it

desert ridge
# old abyss i also noticed an issue with the forced car shadows

Is it possible to read the custom decal properties, spawn a basic plane, assign the decal texture to the plane object, and ensure that the game doesn't alter the car texture when the player changes the paintjob color? Essentially, we would use this simple color object and apply the selected paintjob color to it with mesh decal. If this is feasible, it would provide us with a stable meshhash for car body mesh replacement.

old abyss
#

iirc all texture stage 1 calls are CAR_EXTERIOR textures

#

i'd need to check

cloud crypt
surreal slate
#

I dunno if I sent this before but this is the default dusk sky

jade briar
#

@cloud crypt

trail quail
#

Normal map on the strut

#

never mind that seam that will be hidden by the other piece

trail quail
#

need to flip the green channel lol

#

It is a very simple normal map as it is not a very important piece

#

SOrry for the post spam

cloud crypt
balmy chasm
old abyss
#

so the game does use some shader stuff to render the crowd, possibly the crowd is simply a coordinate in the game's engine and the shader fills the Z axis with correct texture+anim

#

bypassing the device check simply causes ghost crowd seen above

desert ridge
# trail quail

We create real geometry with a simple material (without textures) to conserve video memory, especially for other replacements that require high-resolution textures such as buildings or roads.
#1103377328530276403 message

tawny elk
#

Oh yea, counterintuitive; but actual geometry is better baking down to low poly.

#

No need to bake down that large of detail. NODDERS

ember river
old abyss
old abyss
desert ridge
ember river
desert ridge
old abyss
#

i can force texture setstage to be always 0

#

idk if that will do anything

ember river
#

In theory this is what setting shader model to 0 does in dxvk.conf, no?

old abyss
#

at least that's what the code says

ember river
#

hmmm doesn't it also implicitly means whether texture blending is supported by hardware as well?

old abyss
#

oh definitely, yes

#

no shading = no blending pretty much

old abyss
#

i got tired of handling car shadows (and possibly forced texture shadows of other things), so here's an asi mod to nuke all shadows from rendering. Simply extract into your scripts folder

trail quail
#

Not yhe one ur looking at byw

#

Sorry i just don't wanf the hp piece too high just cause it can be. Esp considering it is just the strut bar that no one will see clearly

cloud crypt
#

can you make it half the tris by making just the underside low poly?

#

for example that the flat part under the strat bar is like 2 to 4 bigger Polys?

#

you wont see it anyways since its the starter car and untunable

open atlas
cloud crypt
#

its like a unigue model

open atlas
trail quail
#

Also I thought it was a custom model

open atlas
#

it wouldnt be a custom model because all of the models that it uses are standard models for any 350z in the game

#

any 350 can get the mantis kit, the rocker 5 spoiler, the rear lights, the hood, etc.

open atlas
#

https://www.youtube.com/watch?v=D_s7XHlW3xQ&pp=ygUgcmFjaGVsJ3MgMzUweiBuZnMgdW5kZXJncm91bmQgMiA%3D also to further my point theres been videos for years on how to recreate her car in car customize

In this video, I'm gonna show you step by step "How To Make Rachel's Nissan 350Z in Need For Speed Underground 2", The legendary green Nissan 350Z from the very beginning of the game at NFSU2 Bayview Airport. You can see the exact parts that I installed in the car. So, you can try it if you're still playing this game.

๐Ÿ”ดNFS Underground 2 Ultimat...

โ–ถ Play video
#

theres nothing special about her car its just generic parts that can go on any 350z

balmy chasm
# trail quail That hp piece was too many tris tho so i would have to optimise

https://cdn.discordapp.com/attachments/1169888959363559497/1220055228473413755/image.png?ex=664593b9&is=66444239&hm=b1ea7417a960af19910b875148ac49714b30b91f601e1cbfaef44b5a92a1042d&
Here was my take on that Z. You can get it like x1.5 density just to satisfy the scale of the whole mesh. This one does have some issues with reflections due to uneven mesh density, but not visible from distance further than 20cm. And you can go this low-mid poly just because your piece is after the glass with its own reflection. I assume you can take this part with just 2k tris

trail quail
#

We model in strange ways lol

#

Oh well whatever gets the job done we guess

#

and the topology is clean

ember river
old abyss
#

if something needs remodelling/retexturing it's definitely the smoke animation sprite

#

it eats way too much processing power if paths happen to bounce on it

ember river
old abyss
#

these settings pretty much make it look 'ok' and also play nice with pathtracing

#

though the original texture doesn't take runtime generated lighting into account so it's more like a heat haze than a white smoke

#

also I updated the shadow-yeetus RTXHelper thingy to also include 'fancy' car shadows as the game calls it in code

ember river
old abyss
ember river
old abyss
cloud crypt
jade briar
tawny elk
jade briar
#

ah

ember river
# tawny elk Think theyโ€™re car specific drop shadows?

yup. They are some quad fan spiraling outwards from the car and uses a simple generic gradient texture which we don't known if disabling it would be a good idea. It is that thing that shows when stochastic alpha blend is disabled. Now it is gone

old abyss
#

it's basically a tile texture which is a gradient from transparent to black-opaque that is rendered by the game during runtime

#

it's dynamic shadows basically, with some alpha channel magics

tawny elk
old abyss
#

nah IDA pro 8.3

tawny elk
#

The color scheme threw me off

old abyss
#

i don't even know if there's a dark IDA theme

#

never bothered to check

tawny elk
#

Thereโ€™s is KEK

old abyss
#

i need my monokai latte

ember river
# old abyss

Would be willing to give culling a go? Might be the #1 feature ppl report about the mod, lights disappearing, LODs popping, etc.

tawny elk
#

NOP out the max polygon check for the trackstreamer WICKED

old abyss
tawny elk
#

I think I did that once and the game engine broke KEK

old abyss
#

but the TrackStreamer will still do what it does, stream piece by piece

#

culling is engine-level stuff, our hardware can handle it but idk if the game can

ember river
tawny elk
tawny elk
#

The games camera only does the distance culling part of the equation.

#

The trackstreamer doesnโ€™t stream in pieces behind the camera.

#

It streams in a radius around the player, and then whatโ€™s in front of the player.

#

You can see this if you use Zmenu and disable world culling.

#

Correct me if Iโ€™m wrong @old abyss , been a minute since I was deep into the engine

old abyss
old abyss
#

i don't have this issue??????

ember river
#

Like this

old abyss
#

huh

ember river
#

wut

tawny elk
old abyss
#

gimme a sec i gotta check something

tawny elk
#

The problem still occurs, even with my patch

jade briar
#

There's frustum culling, so camera view
Distance culling, objects that disappear behind the camera after a certain distance threshold is crossed
And occlusion culling, objects behind other objects getting culled

tawny elk
#

Well not automatically

#

Itโ€™s done with manually placed planes

jade briar
#

ah

ember river
#

like trigger planes, similar to how source engine loads scenes I believe?

tawny elk
#

Maybe. Not familiar with those

tawny elk
jade briar
#

Visibility volumes

old abyss
#

the sections have keys and angles attached to each other, it's why the free roam feature was a massive hit in the first place

#

agressive culling = need less memory = can play on ps2 booboo hardware

jade briar
#

Yeah culling volumes

#

Well that's what modern games use

#

But same concept

#

Also don't you dare disrespect the ps2 hardware

old abyss
#

:v

tawny elk
old abyss
#

oh

#

right

jade briar
#

I don't know why

#

And I don't know how to get it

#

But I have it in zip

tawny elk
#

I have it as well Pog

jade briar
#

It's not easy finding a specific zip on my computer

old abyss
jade briar
#

This is just the compressed files folder

jade briar
#

Tell me if it works

old abyss
jade briar
old abyss
jade briar
#

You have to use remix's freecam

#

This freecam is used by the game engine so ofcourse it'll workl

#

The game engine doesn't see remix's freecam. As far as the game is concerned, remix cam is attached to the car

ember river
old abyss
#

I downloaded Zolika's thinking it was what you were using lol

#

I had anti-culling stuff ON in RTX Remix

#

that's why I didn't have popins during normal gameplay but yeah now I see the issue with rtx camera

cloud crypt
#

If you could get rid of culling that would be awesome (if that is even possible)
Adam just made it less agressive with his plugin but its still there

ember river
tawny elk
old abyss
old abyss
#

@ember river can you test something for me reaaaaal quick?

#

i cannot use the remix camera for the life of me

ember river
#

sure

old abyss
#

does this help with culling at all?

ember river
old abyss
#

sadge

hexed seal
#

what is that program and why is it magic

#

that all the classes and stuff have names

#

not the kind of shit I am used to from ollydbg

trail quail
#

With Emans wheels the z really gets elevated

#

Shame our model is not quite up to that standard, but it is a WIP

#

We are not worthy ๐Ÿ˜

cloud crypt
#

You are worthy. Model looks really good so far, keep up the good work

old abyss
cloud crypt
#

What do you want to show us?

#

No culling?

old abyss
#

i think this improved culling? not so sure but it's not as agressive

cloud crypt
#

Ill take a look when i am at home

ember river
# trail quail We are not worthy ๐Ÿ˜

Please, the model is looking pretty good. Don't hit yourselves. I'm looking forward to it.
If needed, I can add some minor touches here and there just to get that extra details in place, but so far it seems to be at great standards indeed

cloud crypt
tawny elk
old abyss
#

the preculler has a few modes:

enum ePrecullerMode {
        PRECULLER_MODE_OFF = 0, 
        PRECULLER_MODE_ON = 1, 
        PRECULLER_MODE_BLINKING = 2, 
        PRECULLER_MODE_HIGH_SPEED = 3, 
};
#

I just set it to OFF, increase TrackStreamer memory size by times 4 and the game's a bit more lenient with culling

tawny elk
#

Ah I didnโ€™t know it had multiple modes

cloud crypt
#

Someone from the NFS Servers i am on come up with this for remodeling cars

cloud crypt
lusty storm
#

That look painful

trail quail
# cloud crypt

Remaking it using their mesh is painful. When we started that is what our process was

#

I lost a fair bit of time

cloud crypt
#

yeah haha XD

trail quail
#

Makes us think of thee plaque in black mesa. Blackbox's system "Work harder not smarter"

#

XD

#

Not to mention how broken up the tris are when importing it cmon ๐Ÿ˜ฆ

#

"how many modelling sins are we gunna commit?"
Blackbox: "yes"

tawny elk
trail quail
#

"what are welds?

tawny elk
#

โ€œCube project is all we needโ€

trail quail
#

๐Ÿ˜

#

Sorry about the spam but this needs to be a meme

balmy chasm
trail quail
#

Oh it was more a personal thing for me. I just couldn't manage doing it that way

jade briar
#

@old abyss would it be possible to read car paint type from the memory during runtime

desert ridge
jade briar
#

Yeah but this script is running in the game

#

Not an external software reading from it

ember river
#

It could work, if we could patch the game to trigger remix api in runtime Peepo_Think

desert ridge
#

Spawn a new mesh and assign the decal texture or car paint texture to that object. This way, remix will generate a unique hash for each mesh. Than we can manually replace them in Omniverse.

fading condor
#

Hello, anyone can help me? the mod called NFSU2.Culling.Disabler either does not work for me or does not work as I need (FPS drops a lot and the model still disappears) unlike Zmenu Zolika. I donโ€™t have a video card with PTX, Iโ€™m not a programmer and I donโ€™t use the PTX remix. What do I need to do in the game or model itself so that the model stops disappearing without ASI scripts or who can fix the code for this mod?๐Ÿ™

desert ridge
#

I have a similar approach in GTASA. Remix render the car texture as a white color. I use a script to read the actual car color and then assign the correct color texture to the body. Then replace those textures with PBR properties in Omniverse.
#1097105394821759006 message

#

If berkayylmao can create something similar to the GTASA's Moonloader library, then we would be able to access many in-game statuses and assign anything we want.

ember river
ember cobalt
#

is it that massive in the base game? wow

ember river
ember cobalt
#

lmao yeah

jade briar
#

wtf

#

jeeesus

#

its like every dev had their software set to a different scale

timid prairie
ember river
trail quail
#

And some sort of just cool airport shade thing

cloud crypt
#

Ohman, my lights really look way better than these old ones๐Ÿ˜‚

old abyss
#

vinyls in nfsu2 & nfsmw are just textures

#

body paint is a car part that the game reads during car render to assign the body color

#

what do you need?

tawny elk
#

The issue is that the texture hash changes on the car model, so you can just set the PBR properties and be done with it.

cloud crypt
#

Every color needs its own texture hash

ember river
#

Imagine having access to how exactly the game performs its texture blending for each car + remix hasher and writting a script to automate all that Peepo_Think

lusty storm
#

It looks like you guys are cooking nfsu3 lol

agile cedar
#

yoo could someone help me, my game is like this and when i change resolution it crash imidietly.

#

#general-remix message

#

the photo is in generall

jade briar
# agile cedar the photo is in generall

Do not change the resolution. Use widescreenfix. It's provided with the mod. You might need to change the widescreen fix's configuration file. It's in the scripts folder

agile cedar
#

is it one of those?

jade briar
#

Probably

#

I don't speak german

agile cedar
#

and what do i do here

jade briar
#

change resx and resy values to your resolution

#

So for 1080p it'd 1080 for x and 1920 for y

#

No

#

Maybe it's the other way around

agile cedar
#

I would look if its gotta work

#

still same issue..

#

and i got the same problem as before that my desktop is also in the same resolution and i can't get it to fullscren. Only when i change resolution in the game but the game freeze at the same time

dusty grove
old abyss
# jade briar

i am unable to reproduce this issue, the texture updates but the hash stays the same

cloud crypt
#

thats what we meant
but we want the hash to change

old abyss
#

bro you are not on the same page

cloud crypt
#

ah, overread that XD

#

my fault

jade briar
# old abyss

That's strange. Did they fix it already and didn't notify us? We need the same hash for every car

dusty grove
desert ridge
cloud crypt
#

ah, the hash changes with car

old abyss
#

idk what to tell you

jade briar
#

Oh I remember. If you make changes to the material, it locks the material to the texture you made the changes with. So if you make the surface glossy, it'll continue to use the texture you had when you did the replacement

old abyss
#

changed to metallic, added vinyl, still same hash ๐Ÿคท๐Ÿป

desert ridge
#

If you change the car's paint or vinyls in the garage, make sure to drive out to the map and then drive back to the garage. This will change the texturehash.

dusty grove
old abyss
#

I was eventually able to get the game to refresh the texture entirely

#

but the problem is, right, even if certain paints had certain defined hashes, the texture still has the car details inside of that texture

#

that is to say, game renders that texture meticulously

#

if you made a certain texture hash be pearlescent, then entire car would be pearlescent, including its interior

tawny elk
desert ridge
#

Can you ignore the original paint texture and assign a solid color texture to the car body only? This is necessary because the interior shares the same body paint texture in-game. We need a unique texture to assign the PBR texture in remix. All vinyls will need to be created as separate plane objects, and the corresponding vinyl textures can be assigned to them. We will then assign these new plane objects with HD textures in the remix. This way, every car body paint can have a unique texture, while still keeping the vinyls visible.

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And disable the interior render in game and then we add it back in remix. This way, we can assign the correct car interior model for them.

cloud crypt
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the results of it

dusty grove
# cloud crypt the results of it

That looks so nice, gap between ligh poles is perfect, BUT WHERE IS WET ROADS ๐Ÿ˜ก๐Ÿ˜ก๐Ÿ˜ก

(We finally have Ray Reconstruction, so noise is no longer a problem - dew it)

cloud crypt
old abyss
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i am able to force a skin onto all cars

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now how do yall want to implement colors and pbr into this again?

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by the texture hash alone?

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like idk hash 1 = gloss yellow, hash 2 = matte green, etc?

desert ridge
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Just set the full body color to their corresponding colors. We can take care of the rest of them in the remix.

cloud crypt
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but vinyls wont work then it seems

desert ridge
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The wheels also need to be assigned solid colors. The car parts only have decals (brand logos), headlights and taillights have stable mesh hash, while the other parts should be unstable mesh hash.

desert ridge
old abyss
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fun fact: we can just yeet the game's color swatch palette and just add a proper hsl/hsv/rgb selector

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but that'd be besides the point

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I'll try to force certain color-palette matches to a defined list of textures

desert ridge
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As the setup stage, since the vinyls is a real object, I think berkayylmao can get the exact position of the vinyl as well.

old abyss
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ideally we need a runtime companion

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something that my script can talk to

desert ridge
old abyss
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no I mean, something, some app, some other scipt idk, to pass valuable information to

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like 'game is currently setting up car body color, here's the info: {rgb + color type}'

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or game is currently rendering vinyl xyz

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idk how you'll be able to handle vinyls with pbr

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since the vinyl texture ends up on the car skin texture

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the texture is UV mapped and the game creates a composite skin texture

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idk how to play around it, I'm not a modeller etc

desert ridge
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As the setup stage, the vinyls are actual objects. You just need to ensure those objects don't disappear after we leave the setup stage.

cloud crypt
old abyss
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i need an english speaker ๐Ÿ˜ญ๐Ÿ˜ญ๐Ÿ˜ญ๐Ÿ˜ญ๐Ÿ˜ญ

desert ridge
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The vinyls need to be spawned as a plane, and the vinyl texture should be assigned to it.

old abyss
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my friend, mi amigo

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the game creates a UV mapped composite skin texture to render on the car

desert ridge
old abyss
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I'm simply not going to implement a whole additional render layer code just to help vinyls be on top of the car skin for an RTX remix mod

desert ridge
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My friend, you need to spawn a new plane next to the car.

old abyss
desert ridge
old abyss
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ok let me try and explain

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what the game does

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is render a completely black car model vertices, that is 0xFFFFFFFF in color BRGA

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on top of that, it use dx9 to render a UV mapped texture

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I cannot 'just spawn a new plane next to the car'

desert ridge
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Some remix modders create a sky sphere using an existing game mesh. For example, I used an unused road in GTA:SA as a sky sphere replacement and replace them as the sun and moon in the remix.

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But I'm using a script library, so I don't know exactly how to do that from scratch.

tawny elk
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Yโ€™all gotta come to terms of having to just apply the vinyls on a texture yourself KEK

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Or have to use the white list for the remix PBR properties

jade briar
desert ridge
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I'm pretty sure the vinyls have a unique texture that processes the texture blending in the engine. That means the vinyl texture is accessible in memory.

desert ridge
old abyss
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the. car. skin. texture. is. a. uv. mapped. composite. texture. it. cannot. be. fragmented.

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it is not possible to add 'another plane' or 'another layer' on top of the composite texture. because the game maps the composite texture onto the car model vertices

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if there's someone willing to edit the game's engine code, they can add another layer. I'm not that someone

jade briar
desert ridge
tawny elk
desert ridge
tawny elk
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Remember, thereโ€™s still no map editors and such in BlackBox games

desert ridge
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Then, is it possible to trigger another function call when editing the vinyls?

Pseudo-code:
if changing_vinyls_texture then
texture = selected_vinyls_texture
decal_index = 0
addSponsorDecal(texture, decal_index)

old abyss
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if there was a way to get rtx remix to do its thing while in the rendering pipeline, I could have easily layered the paint and vinyls etc

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but rtx remix is ran after the scene is done rendering so yeah

old abyss
desert ridge
old abyss
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if only rtx remix supported texture blending smh

desert ridge
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Nukem has a test demo in Skyrim using the Remix API.
#1097563444137427056 message

desert ridge
ember river
# desert ridge Then why can some ASI mods for GTA:SA spawn new objects in the game?

Each game is a whole new beast when it comes to modding capabilities. Usually mods rely on mod loaders that found and can trigger og code to spawn objects like that rather easily, other games it is not so trivial. In games made with Unity you can just inject C# code to call GameObject.Instantiate() passing a prefab as argument and it is done, but inserting new authored models in a Unity game like that might require writing your own asset importer...
REing a game like U2 is not something we can count on a lot of abstration layers to help get the job done like that (I supposed with my limited xp in RE), so yeah, not an easy task Peepo_Sadge

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Mod APIs is the right term. Another examples:
Minecraft -> Forge or Torch
GTA V -> Script Hook V
Skyrim -> SKSE
Terraria tModLoader
...
Don't think we have something similar for U2 (guys, correct me if I'm wrong). That is why it is so hard to get certain things done in base game level

ember river
# old abyss if only rtx remix supported texture blending smh

Would it be possible to split the car rendering into 2 separate draw calls, one with the base solid colors (or carbon fiber) and another with only vynils textures applied as an alpha blended texture on the D3D9 calls?
That way remix could hash the vynil separately and we could make replacements to the vynils textures directly, and also tag them as decals in remix menu.
For that I imagine you'd need to:

  • Disable compositing of vynil on top of the base color, so we can also lock the solid color hash
  • Keep the cars' vynil textures loaded and uploaded to GPU so you can issue alpha-blended draw calls with them alone
    Which I don't know if is possible Peepo_Think
desert ridge
ember river
# desert ridge https://github.com/nlgxzef/NFSU2Unlimiter/

Yeah, that is a very interesting codebase to use as reference and get a leg up. Although from what I can tell by the README it seems to mostly trigger functionalities that already exists in the game. It doesn't exposes an API to abstract things like spawning objects, get/set scene state (objects, positions, variables, etc.). Not the same as a Mod API.
But again, great example to look deeper and better understand the game nodders

desert ridge
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The demo video showcases that it can add extra objects not available in the original game. Perhaps would need to replace the original car file to make those extra parts editable.
https://youtu.be/FQ_EvLz3g-I

๐Ÿ”น Hi racers, nlgzrgn here! In this video, I'll be showcasing all the Extra Customization features with the car mod I've made!


โ–ถ Timestamps โ—€

00:00 - Intro
00:06 - Customization
10:48 - Race Replay


โ–ถ Also Check Out: NFSU2 Unlimiter with Extra Cu...

โ–ถ Play video
old abyss
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HMMMMM

tawny elk
old abyss
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so I just made a glorified texture hook over the entire game

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and it's runtime!

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maybe I can do some shenenigans idk

jade briar
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What about the remix api?

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Whatever its called

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HD remix?

old abyss
# old abyss

nothing is ever so simple with optimized ps2 era games smh

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the skin texture has a lot of other stuff in it

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like interior textures, blinker textures, literal meshes in the bumpers/hood/etc

jade briar
old abyss
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for example

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interior color, texture, wheel + rim texture + color, etc

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this is all to say, the texture will still have a different hash for each car

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we'd need to go deeper into the engine to capture uv mapping to create our textures and blend them

ember river
old abyss
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then there's the generic cars/TEXTURES.BIN

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the game creates a composite and seems to handle it off to the engine to do the dirty work

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CarLoader creates a composite, stores it in TextureInfo, game utilises CarRenderInfo to render things

ember river
old abyss
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it's definitely possible

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just split the single draw texture call into staged texture calls and let dx9 blend them

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but uggggh

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i kinda don't want to do that? I already spent way too much time just trying to figure out exactly how the game creates the composite

ember river
old abyss
ember river
tawny elk
old abyss
jade briar
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idk what to do with allat

trail quail
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I guess it is not too bad for version 1.0 (oh the brakes but whatevs.

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apart from the side skirt and grille (maybe a roof, glass, that ugly indicator light and a few accessories we are not gunna bother with yet), The first iteration of the Z is done). I just might need help to test it ingame. I won't be able to see the rtx results on this laptop though. I will have to wait till I have my destop again

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There are some texture stretch issues, but they can be resolved eventually

balmy chasm
ember river
trail quail
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Wait for version 2.0 it is so smooth. Of course within reason as high polycounts. Those lights haha. They are awesome. they are 47K for 2headlights in a way haha

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To be fair they look dope tho

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Lovely work Hemry

desert ridge
# trail quail Lovely work Hemry

Thank you. I'm not very good at low-poly optimization yet. I'll optimize it in the next version after I finish some other things first.

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For some headlight details, we used real geometry instead of a normal map. The first reason is to save more memory for other things that need texture replacements. The second reason is that the normal map detail is not very visible in translucent materials, compared to the real geometry detail. That's why you can see many headlights and taillights have a very high polygon count.

trail quail
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Fits well (ignore the hood)

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That shading is clean btw that is just the crappy viewport enviro ap

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map

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The shading errors are not there like version 1.0

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The grille will be a normal map (too many tris)

cloud crypt
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it shouldnt, elsewise you cant see the intercooler

surreal ruin
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Very common