#Need for Speed: Most Wanted (2005)
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Lol
400k tri roads 
Nah, the roads in these games are really wonky and it’s easier to just work with the textures they had.
They’re a 1:8 ratio
So even using substance to generate more PBR parts will be annoying.
I need to try it though since having displacement will help a lot of the surfaces from looking flat
I went and jogged my memory on why that ratio was annoying and it’s that the height gets stupid big when trying to get above 2048 on the width.
So I’m limited to 1024x8192
could blend a very long scan with the old textures still though right?
Hmm that could work 
Heyo adam, can you share your rtx.conf?
Oh nvm
its in repo's root
should we move it to a rtx-remix-defaults like in U2?
Nah I like it where it is
I’m going to shift to using the subusd format tho
Been busy with all these little side things lately.
wdym?
like, organizing files in hierarchies, johnny decimals and stuff?
Hmm my game is booting offset from 0,0 and no widescreenfix settings are helping 
It’s the format that portal RTX uses I think.
Try setting it window border mode 4
Idk where my scripts folder came from
its not on your repo, nor did I install any widescreen fix myself
A ghost 
I’ll write up a spec on it here this afternoon if you’d like.
Can you send me your widescree ini script?
Yea in a bit 👍
Hmm weird. I'm using this one https://github.com/ThirteenAG/WidescreenFixesPack/releases/tag/nfsmw but remix won't boot up. Crashing immediately without opening the game 
Did you change d3d9. To asi?
Hmm nope. I changed dinput8 to dsound and it worked, but no enhancements were loaded. Lemme try that
Yeah, still the same
Ohhh you gotta change your graphics settings to max
Ohh
Textures and meshes change completely from that
I have to do it each time I load it which is annoying.
I should look into forcing it to use certain graphics settings 
Alright, looking great
You also need to go to a different scene for it to apply so, change settings and then go to the career garage
Oh jez. I never pushed the update with the original game textures.
Yikes
I shall fix that first
Hmmm by disabling enhancements, the car material comes back. DId you replace it with a gray metallic material?
It's a white one
Hmm good, good. Thought the game was doing something weird with car paint to make our lives worse
Hm I did push the update with the right textures.
Not sure why yours looks so different
Hmm gotcha. I cloned before your push
Here comes the first PR. Changed the format of gitignore from blacklist to whitelist, so we add the files we want to track rather than removing every single we don't
https://github.com/adamplayer/MostWantedRTX/pull/1
Also added raw USD files to LFS. Those meshes can get quite large to track by git
Niiiiice
Not so good looking in game 
Tweak the height map first. I'd lower the large shapes mate. Maybe it needs to be more flat?
When I make one I start with the 3 height map sliders, then roughness and lastly I add a normal/height adjustment filter and tweak my normal.
Looks cool though, what don't you like about it?
Looks like the moon 
Hmm that movement with the camera is a bit not good
For some reason I had the displacement map set as the normal map 
Looks a lot better
Yea looks awesome
Have you added the water filter onto your substance sampler creation yet?
So cool
This one will be perfect for that
Yea perfect. You can control where it goes with the mask option. Just paint a blob

Woah
Did you remember to convert your normal map to octopus 🐙?
Yea maybe, I'm gonna tap out, sleepy . catch you tomorrow

Okay I gotta go do errands. I'll return for more texture fun
@hallow silo lemme know if you think of any texture that needs some love in paticular
I was thinking about give it a go to the asphalt textures to begin with, since they give the biggest impact right of the bat
Why puddles?
Original game had them
I was just starting to work on one too 
I need to add more puddles to the garage tho. Looking at the original one it’s like a soaked floor rather than a deformed one
Oh good. If you wanna take that one, I'll focus on something else, maybe sidewalks, walls and stuff
I can send you a contact sheet/thumbnails of all the textures in the game if that helps.
If you have something already setup for replacements then that would help, otherwise its just a matter of capture and picking next one to work with
No not really. I have the textures on the repo that I setup with the x360 textures but that's about it
game insta crashes but the widescreen patch is initializing and I saw dxvk hud for a sec
tried renaming dinput8 and also changing to d3d9.asi
must be missing something
Did you set your dxvk.conf to have shadermodel 0?
yes it actually dl'd from repo like that
Mine worked fine with this setup and:
https://github.com/NVIDIAGameWorks/bridge-remix/actions/runs/6099434198 (#29)
https://github.com/NVIDIAGameWorks/dxvk-remix/actions/runs/6100541526 (#235)
ok
Happens all the time. Guess its some cutscene moment, stuff like that
with many games*
with files you gave
stays open for a couple seconds longer
The files I have
And where did you apply the ips?
speed.exe
Okay that all matches up for me then.
Does the exe have to be named speed.exe?
Nope
Hm
What's your game folder look like?
Exactly the same as what e man sent.
Pulled repo to root folder, dropped in remix, swapped to the custom version after the suggestion, dropped in the files from the zip he sent.
I'm running out of ideas.
Any specific settings for the widescreen patch maybe?
Not at pc for the moment so idk if if the ini was in the zip E man sent
Maybe skip intro videos?
Okay I’ll take a look in a minute
tf
there were two widescreen patches in my scripts
Well that'll throw a wrench in things
Oh I need to update substance, apparently they improved the ai material gen
what road textures do you use? There is a mod pack that has really high quality road textures (upscaled X360 ones)
i think its 360 textures with the height map applied
pretty low quality though
it can be improved but could affect performance
i have smth like this laying around
you need like a pretty good height map for those cracks to be there
since i dont know what program adam is using i cant try with that... only can show you materialize results
Substance
With some fun UV tiling going on in the preview cause it doesn’t like the ratio at all
X360 ones are the best source we got. So working off of them is the best way forward.
Also I bought more data for the GitHub repo so it should be working again
I need to reduce its size tho cause them USDs be taking up a bit of storage
Oh that substance aspect ratio thing is annoying. To fix it make your canvas square in Photoshop before you bring it into sampler and crop after export. All the filters make stuff in square pixels and it's gets loooong
You'll need data outside the original texture so I normally just copy the texture left and right of the original aspect ratio
Ooo I’ll have to try that
One of those lil work arounds you pick up ain't it
Yeah, it was giving meh results from the distortions
Since I have 1:8 ratio, just duplicate the texture 8 times so I get a square?
I can apply a crop in substance to bring it back to the ratio I want after I do all my layers I think
Yea that'll do it
You can add a filter called transform and stretch it horizontal and export to 1024x8196 as well
But thats a really really bad result then
What do you mean?
When you strech it After he added the other textures to make it 1:1
Were not stretching it
1024 wide would be 16392 tall
No need to rotate. Just stretch the single road to fill the canvas and export out the the size it would be before the Photoshop cloning and your all set
Think I'm getting the hang of using substance
Substance sampler
Ah ok
You can import a height map btw. You could draw around those metal bits in white with a black background and import it as height map. Then use a height to normal filter
🤯 😮
My god that's good 🔥
I think I might get some UI mod to make the garage scenes more visible. I feel like half of the screen is vignette and the graffiti parts.
where i can get the repo
i hate vignette
thanks
Shiny
what if there was a system within remix that could transfer the glossy material across all the paints we apply
yes there is
i mean surely there must be a way to identify such changes
just used remix settings to make chrome
You can setup the decals and paint with car texture/material in mod usda.
But if you change the paint in-game it resets to matte finish, right?
And there's no way to transfer the same roughness values for the new texture hash
Probably. You’d can do whatever you want to the material/decals outside of the game though which I find more flexible.
Though MW and later games have texture layering so you’d only need to do the base layer. I think decals get put in a separate layer/texture.
Special liveries do have their own thing going on that mess things up like the m3.
all vehicle colors working without the mod...why they are white with mod
it works...as we all know this cars base color is blue
added terrain system color looks cool
Are you using reference mode?
no...i never use denoise...its desabled
Gotcha. Wondered why it was noisy
but y cars in the mod white...u guys doing something wrong
Cause I just picked a color, you can change it to whatever you want
thee what about liveries
Add it to the car texture in photoshop/kitra/paint. It can be whatever ya like.
so its not gonna work in game..needs to be dont outside of game....thats so much hassle...
but 1 thing are u also facing sky weird lighting ?
if u are making it for people thats not good for user experience
Making it for myself 
Adam, game is looking really great but these is most common textures that missing PBR, pls can you make them? PBR for grass would be also very nice.
we could use POM for grass cuz it looks very nice
wanna see?
its kinda like this
should be good enough
i love the sunlight
if only the sun was there XD
what is interesting, there is some crossings that already replaced, so game just have same texture which needs to be replaced twice
I’ve been working on redoing the road textures with substance instead of just translating them straight. So I am working on it. 
About car paints, i was messing around with terrain checkbox, so i could apply any PBR parameters i want, the only downside that we already know is that textures get projected from the top, so car livery's does not look accurate.
Would be cool if remix devs added same option but without top texture projection.
Than that would solve pretty much all of the car paints problems.
🫡
Not 16k res so bad
it's 512?
@vernal ermine press the buttons!
https://youtu.be/GjGkFA0x7c0?si=vZhXzxQcOgVpEkpD
The Upscale filter is a new AI feature introduced in Substance 3D Sampler 4.2.0. With it, you can increase the resolutions of your maps by a factor of 2 or 4. The AI upsamples the PBR channels by generating details from the original low-resolution maps.
512x4096 is as big as substance sampler wants to export
Oh no
It get's too blurry any way if you go bigger than that
Yea fair enough, you'll run into memory issues won't ya
In substance yea
I have to close it often or it just fills my vram
It gets buggy in general if left open too long for me
Classic Adobe grade software
I wonder if we can make a filter with designer to split these textures into multiple smaller textures we can crop together in chainner afterwards
Can you import a 16k texture I wonder?
We could use the transform filter to scale and position it into a square after material generation is finished and export 8 2048*2048 maps or something
The texture would have to be about 4,096x32,768 to get a texel density of 10.24
So uh 134MP texture
Oh god
That's going off if the roads are 12ft / 3M wide
It looks Hella good already tbh. It's a trade off of resolution Vs repeating details ain't it
Yea it looks pretty good considering it's just tweaked X360 textures
Maybe we can pester mark for a detail normal map?
You got the shine on the road just right mate
Nah, I wanna move on from the roads. They're holding me back from importing sponza 
Lol
What I'd really like is to get the damn sky to not be bleh
Need to time travel and yell at the devs
Mark them as ignore 
i did alot of them for some reason now hey reset
Wish I could swap the sky in cod as well. Need hdri
if they have texture for the sky then u can
I have an idea for the sky and sun. Considering the sky sphere mesh is quite large and the game only renders a tiny fraction of the city, we could get away with adding a point light. Its not perfect orthographic like directional ones, but being far away enough, it could fake it quite good
Try finding sun texture and set it to sky texture...
this is the hashes that disable the sun...how to use it any one know
[Group0_VertexShaders]
ShaderHash0=312307011
AmountHashes=1
[Group0_PixelShaders]
ShaderHash0=3113095289
AmountHashes=1
There’s a function that handles drawing the sun that I plan on just making it skip.
It’s in the slow cooker so it might take some time to come to fruition
This one is epic
most of the work since the last video was done in other parts of the map but there's so many textures it just looks bad since there's still some missing. Hopefully I'll get most of the rest of that done soon. biggest change with this video is obviously the lighting. Still need to fine tune colors and what not but it's close to final I think(?) R...
Neat 📷
Ned Fo Sped Mot Wated
I need to get some better foliage going. The jpeg trees be ruining the vibe.
replace trees with actual alpine models
raaad 🔥🔥🔥
Aw man, the colors are done through vertex coloring 
I know green trees look nice like hot pursuit challenges mod, but obviously we need lore friendly autumn trees.
Anyway denoiser doing amazing job, with RR that will be spot on.
3d... did RR came to remix
I think I'll end up having to make all the leaves be the same color. They have vertex coloring right now to make them brown but that doesn't carry through to remix.
Got some fall colors going now
Workflow for replacing trees is good. Need to figure out how to do the grass more efficiently.
what do you think would be appropriate for grass replacements?
billboard texture models?
Modeled grass clumps
I need to figure out how to do like an alpha mask on the leaves geometry so it’s not using a transparent texture.
hmm
seems difficult
this doggy looking website i found might have the thing youre looking for
Huh. The grass Im using is fine, I just don’t have a streamlined way of adding it to the scene yet.
is there a limit on how many child meshes can we attach to the parent mesh?
Nope
So apparently I can do it with some geometry nodes voodoo.
Where my blender wizards at? 
@lunar schooner your expertise are desperately required here
hi
What would the geo node approach to masking geometry based on alpha channel? Similar to this gif.
If you just need a cutout of some leaf samples, use the knife tool (K)
Geo nodes would be more useful to actually scatter the samples around the geometry surface
I’ll have to see if I can figure out how to modify the original instance of the leaf, I think cutting it up with the knife will be the easiest.
I really don't know what would be more taxing on performance for such type of trees. They have way more leaves than a palm tree, to some point that it might start to become a bottleneck and you'd have to rely back on alpha cutouts + OMM
Since I haven't dealt with any such trees yet in the runtime, I have no idea on performance impact
Aw man the license for the foliage plugin says no use outside of rendering 😦
Back to the drawing board
we need...PISSS
very yellow and dark green XD
DIRTYY
Just.... don't tell them that you used it
Ez

Just realized I was making things difficult by doing everything in blender instead of doing it in OV. I can just create the grass clumps and trees and then place them using OV.
Indeed, for sparse bushes, trees and such, best you do is export them from blender and add in OV. Geo nodes would be better if you need to cover large portions of surface with lots of small clumps and such which becomes a pain to do by hand, in such cases its best to export all the clumps as a single mesh than manually add them one by one.
Anyway, if you have an reusable asset like a tree, another tip would be to:
- Export it from blender as a USD file
- In OV create another empty USDA file (and save it first thing), and then create a Xform, add the USD file as reference, create your materials and assign to the meshes
- And important: Assign the root prim as default prim. Then save the usda again
Now, on a capture you can reference the assembled USDA as replacement asset rather than the raw USD file. This allows you to constantly reexport the mesh as you iterate on it without losing the materials (and any other settings like double/single sided, etc.) assembled in the top layer
has anyone tried this on Carbon?
Lots of times
Doesn’t work
The more I try to understand why it doesn’t the more lost I become
ray reconstruction in rtx remix when
maybe this month
But it does not remove ghosting
Pretty sad
Most of the old ghosting is gone, but it adds new ghosting, its way less noticeable, and overall picture is much better. But best thing is way more stable (no shimmer) and crisper (when using 3.5dll) image.
shadows will have more coherency when the cars will go plaid
just disable eyeadaptation ghosting becomes the ghost
how to remove white texture of cars after making it to pbr...does removing rouhgness texture will fix it ?
You change the texture or delete the material
So looking more into what I can use to for foliage it seems that I’ll just have to learn how to use sapling or mtree in blender and just recreate each generic tree for the game. So that’ll be the next step.
Thankfully the devs kept the name of the tree species in the texture name so I got that to follow
Just remember to make them like original game (yellow-brown'ish)
Yea I gotta make the textures and everything this time so
remix dont show the sun...
I found out you can use the BAM mod to just move the sun wherever you want.
will it be visible in remix
sunlighting anyway works
Yea? It follows the games sun
Yea it’s visible in remix, just as it always has been. We never got the sun to go away 
didnt they used pre-made textures? the trees in san andreas for example from a texture library made by an independent company, not rockstar
Doesn’t matter. I don’t have the legal team to fight it 
have fun with the textures https://polyhaven.com
I got substance and marmoset, materials are where it’s at
well i hope yuo can still use it for reference and shortcuts
Okay so I think that method breaks any mesh that gets the nested USDA.
Weird. I've been arranged many meshes into a single one for some while already. I'll take a closer look later
If ya want to, I can always modify the usd itself in blender anyway without much trouble so
Apply reshade you say
MF
NO
No, but too much bloom = bad image
Street lamp 
i dont know how i should feel about these, where do you want to use them
Dunno, I'm sure I'll find somewhere
i hope, because they look good. maybe in the shipyard?
there they actually would fit i think
I got a bunch more to texture and clean up so I'm in no rush
or these industry areas
Anti Culling finally works in MW only RR needed for more stable shadows, now Adam this game needs your love pls
Gotta figure out how to make the sky look decent 
My brain just wants to get a sky that's more towards a sunset or blue hour look.
I wonder if I replace the cloud textures with an actual HDRI if it'll work 
Do you just have a sky texture in your texture list @vernal ermine ? Was there anything you had to do to make it appear there?
Not having sky replacement is killing me in cod 😭
No they figured out layering for this game so there's 4 or so textures that make up the sky
I think I dialed something decent in tho
That is looking sweet
please go for a very dark look
i wanna see crazy skyboxes here
some thing like this what do you say
Can't change the skybox as far as I know.
All the mods work on the non fixed function stuff
If you get it working lemme know
ahh ait
I might bump it up just a bit more so that the sky and sun/moon will match more.
You got that really nice dark blue from the sky casting on the tops of the building, try to keep that mate it's wicked
If you fancy it you could add a black roughness map in your buildings windows to get glassy reflection
The game already has that as the alpha channel of the textures actually
Game is looking pretty. Though, why night time?
Was adding lights so it’s kinda hard to do that in the day
But the game is daytime already. It would make sense to add lights on tunnels, but streetlights not as much 
But well, I like the idea of playing mw on nighttime 
In the daytime you can’t see them even though they’re on 
Yeah I just mean, in daytime there is no need for lights
Cars dont need headlights, as the track is already lit
Oh I’ve already started doing that, the tunnels get that cool tunnel shadow effect now 
Option 1
Option 2
(Ignore the black spot on the lamp, I need to redo the normals)
Option 2 but the lights should be perpendicular
Not parallel
Maybe......
But option 1 not that bad
I like option 1, the way the light projects the falloff on the ceiling along the tunnel
Option 1 for me. the highlight on the ceiling is class
Maybe im too late, but option 1 is more lore friendly, because we have at least 4 small tunnel's, that have side light's. And more importantly side light's gonna look cooler with RT.
Maybe option 3? Use option 1 and add lights on the center line of the ceiling parallel to the road
Lore friendly light placement you guys
I’ll try option 1 later today 
this looks nicer
My original thought was option 1 with wall packs rather than linear so I think I’ll have it be between those two.
you got any references?
i mean you probably know better than me cuz you are the lighting expert here
im looking at this
Yea it’ll be like these but with older wall packs rather than flat LEDs.
Ah there’s the one I wanted
Yea it’s in some DOT guideline somewhere but I’d rather not follow it cause it’ll be too even.
Dot guidelines are based on measurements rather than spacing. So that’s not helpful. I ain’t running calculations for this.
Though it does provide some insight into how to ramp up the brightness from the outside to the inside.
This tunnel in particular is pretty old and has graffiti so I wanna keep that sorta disused look.
Oh yeah, for that early 2000s look
Also the runtime won't be a 1:1 replication, there is denoising, ReSTIR, different dlss profiles (performance, quality)
The only thing that would result in similar outcomes is valves lighting system 
Also I think I’ll try to get a sunset sorta sun light setup, at least the distant one being the right color.
Light warm piss yellow color
Eh it feels off
It because sun is to bright, so make sky texture (wich is blue) brighter.
I don't remember what parameters i used but it was smth like this 0.75sky, 6/4.5/3sun.
Btw use hdr sky (rly ifk what's that doing but it makes sky brighter xD)
Thing shouldn't be super yellow, if you take a look at PS2 version it doesn't have any piss filter, it makes yellow'ish look just by autumn trees, and yea a bit yellow sun.
So chase natural color gamma, yellow trees will do work for you. But sun needs to be a bit colorful just look at unbound, it has yellow sun and some trees, with pbr it looks rly good
I dunno. That doesn’t give a sunset vibe to me for some reason.
Maybe I need to look at more reference
maybe its all about skybox, if you make it "orange" it will do the job
The best thing that could've happened that remix had built in weather system, with day night cycle, and cloud's, that thing really missing
that's something a talented programmer could do with the availability of open source version
is this sun really that bad? more or less it matches OG game
this shot looks very real
Oh I wasn’t trying to match the og game.
Yea the orange sky would help a lot
btw dont make lights as bright, becouse even on day it casts shadows, wich isnt realistic
The sun source?
Ohhh. They do cast shadows of they’re on during the day actually. It just get washes out from the sky
is there any way to make it turn off when day comes? i guess is not that simple, becouse remix doesnt give a f about in game day/night cicle right?
when you gonna work on this type of tunnels, pls use only side lights, with RT that gonna look insane.
Nope no way that I know of
Can you point it out on a map?
thats revolution jonny, wish i had it before i marked them all across map XD
I wonder if I can get the lightmap one to work right
go lore friendly guys
There is sunset in the original game anyway 
Hmm
Will def have to redo the materials in here
But I dunno about just side lights only. The actual road is going to be really dark
Actually might work
Might be better off with a boxy source like the original.
Boxy on the sides and then a top source to get that strobe effect
place them as often as OG, also that will look nice with pbr semi reflective texture like this
They kind of blend together at the rate they had them tbh
I can try some tricks with a sphere source tho
Getting there but I think I was closer with the rect
can u make them a bit green?
perfecto
can u cut brightness half
If you somehow feel bored with placing lights, here is m3 gtr mash replacement waiting for you. As you can see its heat model. For OG look i need to find rip from mw2012, it had that smoother hood/bonnet.
I wonder how complicated a replacement mesh like that will be
MW05 is basically a mirror as far as the body of the car goes
So everything is chopped in half
this fbx has all parameters already, when i uploaded it to OV it had all the textures, so its should be like you place car body into same category as one of the car mashes, and than select OG car body and make it invisible right? obv its missing port to .usda part, but you alredy done it
Since I have the tooling to work with hdr maps (namely, Krita), I could work on some custom skybox textures just like for u2
I can't replace the skybox texture 
It's layered in this game and black box games going forward
Hmmm might be interesting to work with 
Might give us some extra freedom
I can easily swap out the textures in the base game tho to test how they work as an hdri
heyo adam, needing some cursed lights reference?
My favorite: two t8 bulbs
So it broke, but I think the theory works
Did you use the bc6u something?
Nah it's the aspect ratio
I had something wild like 20:1, needs to be 2:1
I think
Ayeee
Nice
Are you making them as sky textures?
I'm still figuring out the layering 
Doesn't seems to be lighting up the scene as expected
Gradiant acts as the background and is stretched around the sky.
cap goes ontop
env something?
Seems pretty similar to u2, the sky mesh. I still don't know why they used it like that rather than a regular sphere
Guess is to optimize texture space so they don't need 4k maps to look decently and not pixelated

Well in theory it seems I can replace one of the layers to get a different skybox showing.
That's what you have to do. Hide all of the layers, and replace one with a UV sphere
Could try it on U2 as well. I don’t think it has all the layers so it’d be easier.
u2 only has one horizon texture and a cap texture
2 different skyboxes that swap between each other from time to time
One night, and one dusk.
heat's model was the most accurate
hood is wrong
Heat m3 gtr is the most correct version you will find
it has the roll cage inside too
mw12 didnt
nfs heat m3 was literally modeled to be perfect and as close to original it can
hood is wrong, just need to find mw2012 model and get hood from there
its 2015 model btw, only inside is modeled in heat
i mean in 3d redactor, in game that would be huge pain in the ass
already done it before, when i was trying to do my first mod for assetto corsa. the thing is its hard to find needed file in the internet, but if you find it than it easy
Hoping to get some more materials replaced today
I wanna get the rocks and off road terrain looking decent.
Also the texture that the tunnel lights have, kinda wanna make it so it’s at least emissive.
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Adam update your github repo. Would be nice if all cops had working police lights
Oh yea I don’t have anything besides the base cruiser.
Still just a texture pack and light cycle adjustment I see 
It also uses this https://www.nfscars.net/need-for-speed-most-wanted/7/files/view/17623/
M3GTR from mw2012 (the most accurate one actually)
We can do better and import nfsheat M3. Than any remix competitor will be destroyed xD
We are not paying

wont come from here
i don't see our progress as a graphical mod
it more than that
the potential of utilizing all of the game's lighting with one unified ray tracer hold more significance than any visual overhaul mod
it has that near realistic look to it without fancy tricks and wet roads (we don't even need them to look good)
and oh
the ability to hotswap models
Make this one emissive as nfsu2remix
Yea I was getting writer’s block (or the equivalent) this weekend on what to improve. I think I’ll just start going back to just PBRing all the base games materials. I feel that getting all those in will be a great starting point till I start improving meshes.
I think the immediately noticeable effect of using the PT is that everything casts shadows and has reflections rather than just a few light sources and objects.
Even that graphics mod only has the CSM from the sun and shading on the cars. But no additional shadow casters from what I can tell.
It is a massive jump honestly. From the original rendering side, things are integrated within the engine and objects have their behaviour optimized and tailored for the look n feel of the game, while on the flipside, the remix engine just accepts everything being rendered and makes some educated generic guesses of how the objects should behave and proceeds to render.
I wonder what should be the future of remix given that so much of the look is driven by internal game systems that, most of the time, are reverse engineerable.
Things like:
- Recognizing loaded scenes
- Weather conditions
- Sun & atmo. properties
- Headlights turning on/off, colors...
- Special lighting effects
And many other triggers for custom visual logics.
That anticulling algorithm idea got me thinking about so many possibilities that open up by integrating RE within the runtime
I feel almost tempted to specialize on that tbh
Personally, I think figuring out how to have an in game effect trigger a difference in Remix to be a good proof of concept. Such as headlights turning on and off based on a memory address rather than a graphical one.
Would be cool if remix could increase LODs distance, now thanks to anticulling shadows aren't disappearing behind camera, but they popping in ahead. (Way less noticeable but still)
Could you increase it, like you did with anticulling thing?
Twice should be enough
Good, I say goodbye to my cpu performance xD. (The funny mw cpu performance is better than u2)
I think its more due to u2 using only one core to not crash (crash fix), if you disable it you will gain 20-40% performance, but yeah mw is still better optimized.
that’s like completely wrong but okay
I mean, there's new glow textures and it seems they've figured out how to add non-shadow casting lights to objects beyond what I stated already.
But it's not like they replaced the render or anything
Holy shit, y'all, the video in showcase looks amazing
you came here to promote your paid crap 😭
Oh are they the dev?
yes
Also dev of mw online (if i remember correctly), and x360 shaders port for PC. But yeah unlucko he fallen to the dark side.
Impressive. Sorry I’m not a big fan of the paid graphics mod, but I respect the amount of work put in across all the mods. 👍
appreciate it👏
Any mod that I ever make will be free
😐
(totally not lying to us)
paid nfs mw r34 mods
This mod is best left with him left as far away from it as possible
ty :)
Repo has been updated 
Looks like any of the industrial metal textures will likely need to be redone in designer or something. They’re too cooked. The fake light and low res make for just a muddy texture.
Nahh they're using completely custom shaders
its not easy to push that old engine that much without rtx remix
They've already made the game look so well without a tool from nvidia
Done way more hardwork than you guys no offense
Surely this is not the place for self promo but atleast respect it guys
I respect it, but I don’t agree with the paywall as I’ve said before 
not paying allat
Now that’s just rude
This isn’t my full time job or even something I’ve been doing for awhile.
also not the right place to promote
not rude but that guy osdever has been grinding since 2017 for that graphics mod, he is also the person who made nfs mw online.
yeah i agree
i respect any kind of hard work or effort but we are just doing our own thing for now and it looks better
when authored correctly
Of course it does, you guys are working with official nvidia support
real piss filter when
we acquired the piss jar
I’m working by myself, I ain’t got any sort of support working on this. 
apparently remix runtime is a support
The only Nvidia support is ray's, rest is on Adam to do, all the things materials lights pbr etc.
Mark just traces the rays. We all gotta do the rest.
we could say remix made it easy for us to add PBR and new models without altering anything in the game files
except maybe a few tweaks
hence stating that we rely on Nvidia's official support is not really that true
nothing but the Remix Runtime and its shiny rays are helping us
anyone know what the deal with the big round thing in the skybox is all about?
I could prove why he's working harder but i dont wanna fill up the channel with this conversation so let it be
this is my own project. I'm using my own stuff for mine. I tried looking for this texture and can't find it anywhere in the list and I just can't figure out why nothing seems to match it
It might be the cloud texture as well. You can hover your cursor over it and hopefully it’ll pick up on it
yeah I tried before and unfortunately it wasn't showing anything
Might be worth just using the dumped textures to generate hashes for all them instead of trying to find them
oh yeah good idea
Which reminds me, the shadow maps aren’t pre-rendered right? I want to find a way to disable them.
just drive through whole map and mark them LOL
8 hours of marking here guys #1106549860393553961 message
I don't even see this one in my list. can you give me the name of it
I’ll integrate this later today and add ya to the credits for your courageous service 
ty
If that’s okay with ya 👀
i think i still missed some in beginning area, so anyways it should be updated later on (trees on mountains have their own shadow maps)
what is that? i cannot select it with mouse, also cannot find it through textures scroll
Oh that’s a texture that got marked as a lightmap
I thought I deleted all that line in RTX conf.
found it, the 'funny' thing is that with anti culling now instead of 100 textures in pull i have 400+ xD. very enjoyble to scroll through.
how thick glass you want? YES
Thicccc
Here is updated shadow maps cfg. also i do recommend using extra options, it has time of day control, so you can put annoying sun on top of you, so you wont see it, also has car wheels anticulling, and some other things and fixes. https://github.com/ExOptsTeam/NFSMWExOpts/releases
ah yes
gzilla before gzilla
Then I got news for you
i know
lol
unite is done for
Unite is no more
not just as a mod but as a "this here online environment"
Yep
the environment being
I'm still in gzilla's old server. We claimed it as our own
Ah I used to have that installed. For some reason my graphics settings weren’t sticking and I wanted to have the slider. But they stick now for some reason.
Lol, what is that.
I wonder, judging by the first paragraph, if the adms would survive if they were the ones chosen for random ban 
Thank you someone said it
Well its not a nfs server anymore lol
its just a private community now
Im in that server and no they havent banned anyone on friday so i guess its just a gimmick lol
Wdym gzilla, im talking about how hard osdever has been working why are you bringing gzilla into this
he was gz before gz
Crazy how any good hardworking modder becomes gzilla according to you
Once they stop caring about the community they're gzilla
osd is a racist piece of shit that made one good mod and then weaseled his way everywhere else
osd at some point was so fucking toxic he was pretty much banned, kicked out of or otherwise silenced in every server
the only reason he's more active now is to advertise is paid shit
why would he just spam it here
other than that
to try and bait more people into paying him
lmao
bro looked at the broken mirror, the gigantic DXVK debug layer and the USD capture and really said "iS tHiS pLaK gRaPhIcS?"
I seemed to have spoken without knowledge of any of this, i apologize
Btw @gritty vector i heard that there was going to be a Unite continuation or something of that sorts named Evo works. Did it get cancelled or what?
No, it's coming soon
Hey that's amazing to hear any youtube channel or discord yet?
bro really still remembers someone’s (admittedly not too respectable) behavior from years ago and brings it up everytime that person is mentioned
I admire your dedication to me tbh
#1 fan
get your personal beefs out of here lol, regardless of who you are please just don't spam this thread
i come here for updates of the Remix project
I have no beef with anyone here lol
its just funny how much beef they have had with me for a very long time
that’s also factually untrue
I was only ever banned in like 3 or 4 big servers out of dozens
if you wanna criticize me then at least be honest about it and don’t make shit up🤩
making dumb edgy jokes 5 years ago doesn’t meet the definition of “racist piece of shit” either
as well as that, exactly which “one good mod” are you referring to? because I can name at least three
lmao
"dozens" of "big" servers
nfsmods
kuru
elaymm4 modding corner
sbrw (I’m quiet there but whatever)
need I continue
oh right
kuru
a server primarily focused around a streamer and not nfs modding?
sbrw, a server primarily focused around nfs world modding and servers?
they’re still nfs discords bro
and if we use your definition then exactly which nfs modding discords have I been banned from?
still not banned lmao
“every server” my ass
listen man what do you need to prove here?
he's desperately trying to sell plak here
nothing lol
im broke asf, on the brink of installing IW8x
bro I posted one video
you and ctrl started shit
in a server that has absofuckinglutely nothing to do with nfs whatsoever other than the project supporting the rendering api nfs uses
in a channel specifically about need for speed most wanted***
play dumb
ftfy
I was genuinely curious back then btw
the streetlights look just like in plak
thought someone ran both
so don’t assume the worst every time
i didn't assume the worst when you looked up my facebook either
now i do
what😭
see this
who gives a crap about shit happened "years ago" when it still happened
"oh i was a fucking toxic idiot but its ok because it happened not presently"
thanks for agreeing with me bro
your obvious bias is, well, obvious
have a great day
take a crash course in sarcasm
yeah, cant imagine why it's not the aggressor who has a beef with everyone else 🙄
"bro i just posted one video"
you're pretty much doing the same as that other idiot on reddit "just posting videos" about his $50 undercover mod
see the name of the main forum channel for future reference
ftfy
more like experimenting remix with this game
my point still stands
or any game in particular
what if dudes from other servers come in and promote graphic mods for other games
people are not interested in that
especially if they are paid
gzilla before gzilla
gzilla after gzilla
if you are trying to mix with some modding scene, you are wrong
im a naive person who is passionate about ray tracing in its entirety
i'm not, he is lol
this i mean
Jesus
The last time I heard people arguing over gzilla was when he first started fucking up
Chill out brother he's just posted a video here yall can look at it for lighting inspirations too
hmm, its not really that point either
we need a good tonemapper to give the effect
i knew osd before then and i also knew gz before then
no, i knew their true colors long before they got aired out in public
What you mean by original, piss filter of pc version, or complete lack of in ps2 version?
but can we just move on this shit doenst need to be here
who are we talking about anyway?
yall dick riding a bunch of modders lol
get them out of your head
stop defending/insulting them
no use
Ps2 if we're being ideal tbh
i love the look of ps2
PS2 does have a piss filter tho
i love how it looked
that's a poorly configured pcsx2, not actual ps2
The exagerrated reflections look so good
Anyway if you take a look at dev screenshots, you will see that they target piss filter
Ok so ps2 had slightly reddish look, due to reduced greens. But it very slightly, so basically we don't need to use any filters at all.
All we need is to make sun full yellow (not orange), and change skyboxes to match PS2.
Ya'll making a piss filter? 
Naw I'm making piss
Dude that looks so good
I just finished up a new roof for the east side garage as well
I see a bunch of textures shared between the games
I haven’t done a check for the matching textures yet but I agree there’s a lot
Bridge underside
Is sun working properly?
I feel like this roof came out way too bright. Should I turn down the exposure on the texture?
Maybe a little bit, but it looks spot on to be honest
Btw adam, in ps2 thoose lights are yellow not green. Im idiot sorry
Truly a grave mistake. I’ll never be able to recover. /s
I’ll change them over to aged HPS yellow later.
Also, I’ve gotten the workflow down for mesh replacements. I’ll type up my method and post it so y’all don’t have to spend a week figuring it out like me 
Oh boy, I didn't know u were struggling with it, could have just asked, I have some workflows on my own that helps a lot on iteration
It took me nearly a week to figure out how to get it right too. Additionally, I encountered some issues when using the original mesh capture with Remix and attempting to redo the UV mapping in Blender. After that, I followed your guide to export the USD and open it in Omniverse. However, when using your tools to fix the mesh and UV compatibility with Remix, there were instances where the mesh and UV mapping became distorted. To resolve the problem, I had to manually perform retopology on the mesh. Fortunately, it was only a matter of simplifying some simple polygons. These issues occurred specifically in GTASA, where there were duplicate vertices at certain points. I'm not entirely sure if that was the cause of the problem.
Mine is:
OV -> Blender (export as USD) -> RizomUV -> Substance (export final mesh to use in game as well as textures) -> Convert to DDS
Sticking in USD format the whole time.
That is weird. Did you triangulate the mesh(s) before exporting?
Doesn't substance supports dds?
Yes, I enabled the triangulate in the USD export in Blender, and I also tried triangulate the mesh in Blender before exporting. both methods at the same result.
Interesting. If you could send me a sample of the mesh that is having those issues I can investigate what is going on
Are you using the omniverse blender?
I found that both Omniverse 4.0 USD and Blender 3.6 USD exports gave me the same result. It's possible that there might be issues with the GTASA mesh itself. Sometimes, when I try to flip normals with those meshes, Blender crashes unexpectedly.
I find I have to clean up the mesh before doing it anything else. Mainly, recalculate the normals, merge verts, and simplify the mesh.
Even when using the "Merge Vertices" function in Blender, the issue of double vertices persists. To fix this, I have to delete all the edges connected to the duplicate vertices and then create a new face. I'm not sure if this is a bug or not.
This is one of the problem mesh that capture with remix.
Here is the specific vertex that has this issue, and it's not limited to just one mesh. Many other meshes also have the same problem.
Cleaned up fine in my blender
If i want to flip the normal, Blender just crashed...
Huh what do you know, if I use blender to flip the normals it does crash
Ohh I see, yeah. This is a known problem, though I think it is how remix exports them with duplicated vertices already
. I use the merge option in blender as well, but sometimes you have to bump up the distance in the bottom left dialog
I get this warning in Rizom ```-- WARNING: Input polygon mesh data has some topology error(s)
-- WARNING: in 3D polygons :
-- Topology warning: The polygon couldn't be triangulated, it has been separated
[...]
You unwarp the UV without problem?
Yup, also flipped the normals and no crashes
Ah rizom shows those verts
I'm not using blender 4.0 though
Also, there is this weird thin polygon I don't know where it is coming from
But it's only happened for me that when edit the imported USD mesh.
I'd suggest not messing with the captured usd's directly and rely on Eman's tool to setup the replacement mesh.
Your mesh still have duplicate vertices
After using your tools, the mesh and UV mapping become distorted, which can be quite frustrating. I'm curious to know if it's easy to perform retopology on these problematic meshes. Dealing with these issues can be quite bothersome.
No easy way tbh
There are 16 visible triangles in the mesh, but the USD describes 22. The others are just point to vertex at index 0, which is that one at the bottom
That is indeed strange. In Blender, it shows that there are 15 vertices in the mesh, but when I unwrap the UV, I can see at least 18 vertices in the UV interface. However, if you move the vertices, they appear to be merged into a single vertex.
Are these from GTASA?
Yes
Since this is a simple mesh, you can select everything > Delete > Only Faces, and then select everything again and press F to fill with faces again
You save my life again, thanks so much.
I wasn't aware that Blender had this method to fix the problem. It's great to know that it also resolves the issue of double faces on the backside. Unlike 3ds Max, which tends to cause complications with the faces on the backside.
I need to redirect my attention back to NFSU2 and work on redoing the effect textures and the glass material.
He will be redoing a fence
Going to stain it and make it look nice
Think that's my best uv percentage
Gotta spend all those pixels, yeah 
Hmmm 4k BC7?
Yea
Thats about right. The date palms are about the same
Since dds is more optimized for faster loading than storage space
you don't have a gpu that supports VK_ray_tracing
or you have one and the game's being a b*tch
what gpu do you have
1050 ti
This isn't right, right? 😄
Install github desktop
Copy repository through github desktop
This way will work for sure
I used RTX Remix Downloader from look-here-first section
Also, I noticed that disabiling Enhanced Assets -> Enhanced Materials fixes textures problem
Its not about remix, its just github not downloading all files, just do what i sad before, it should work just fine.
We are talking about this btw
yeap some times it doesnt download it all
Sadly, same thing :<
In game it looks like this
Clearly some issues with textures
How did you install it?
You put rtx-remix folder inside game right?
Yup
maybe try this config
btw did you delete old rtx-remix folder before putting github desktop one?
Yup
I have a copy of clean files without any mods and changes
So I just copy the entire game folder between the process to be sure it's not previous changes
Same thing
Maybe a little darker 😄
are you using any mods?
yeap here it is
im reseting whole sing to see if github desktop downloading all files
yeap its not full
Uhm, so where can I get all the files if not on github?
when Adam fix that, for now i will put it on drive and send link here wait a sec
Thank you!
I think I got it, let me check if it works
:<
It's progress though
There are more reflections on floor
And it's not as flickery
bigboy guy doing textures, but he doesnt share anything for now, Adam is mostly doing lights related stuff.
every paint has different hash, basically you cannot make it shiny for now
but there is bad way to do. mark car texture as terrain, than use this parrameters, this way car will hold their color but yea looks not so great, especially with vinyls'
I know for sure that hardware is not an issue since I have 4080
Will do, but I want to try one more thing
also game dosent changes time of the day, so the only way to do that is here with this three parameters
Ok, thanks
I have different layout of textures
I mean order
When I change it to terrain
It looks like this
So some progress indeed
it works better with solid colors, but yeah it uses perspective from the top, the only hope that remix devs will add same thing but without that top thing. the problem is if we try to replace m3 with its own vinyl, it will look great in m3, but every other car will have same grey blue texture as m3.
Well, thank you for your help, maybe devs will find what's going on
Now I saw that I am not the only one
If someone has time, could you upload the full game folder to test and compare what's different?
That would be a bit against this server rules
can't share game files
here
I understand, but I just wanted to track the errors
Or what possibly causing gone wrong
What’d I do
File size is not full
#1106549860393553961 message
Basically textures missing in ur repo
Weird. I think I’m going to switch to putting the resources (textures, meshes, etc.) on mega rather than on GitHub to avoid having to spend money to have it be hosted.
Either download using github desktop, or clone using git
Plus it avoids the whole GitHub desktop junk
It's a github thing
That what we did, after fresh download files missing
AdamPlayer fix your repo!
I’ll get some duct tape
thx
I’ll host it on something like rapidgator and make everyone download it at 15kb/s 
nooo
use megab*stard
if its too large
What about Google Drive? 😄
Don’t wanna dox myself
Create an email address especially for this project
15GB should be more than enough
Mega will work fine 
Ok, whatever will fix the orange cars 😄
I have an idea in mind but it won’t persist across all cars
For now it only happens with personal cars and enemies cars
The ambient and the police are fine
Any news?

Is there any tutorial I can read or watch to install rtx remix onto this game ?
Just copy the files form NFS u2 rtx files and latest dxvk and bridge config
it shouldnt be too hard
Also look up the pins
So I'm trying to use
https://github.com/adamplayer/MostWantedRTX/issues/2
But Im getting orange car issue like described here:
#1178399239374643340 message


