#Need for Speed: Most Wanted (2005)

1 messages · Page 2 of 1

vernal ermine
#

Nonsense

opaque junco
#

Lol

vernal ermine
#

400k tri roads PeepoPlotting

opaque junco
#

Have you considered photoscaning a road?

#

I could do it for ya but the suns shining

vernal ermine
#

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

opaque junco
#

could blend a very long scan with the old textures still though right?

vernal ermine
#

Hmm that could work peepoG2

hallow silo
#

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?

vernal ermine
#

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.

hallow silo
#

like, organizing files in hierarchies, johnny decimals and stuff?

#

Hmm my game is booting offset from 0,0 and no widescreenfix settings are helping Peepo_Sadge

vernal ermine
vernal ermine
hallow silo
#

Idk where my scripts folder came from

#

its not on your repo, nor did I install any widescreen fix myself

vernal ermine
#

A ghost blurryeyes

vernal ermine
hallow silo
#

Can you send me your widescree ini script?

vernal ermine
#

Yea in a bit 👍

hallow silo
vernal ermine
#

Did you change d3d9. To asi?

hallow silo
#

Hmm nope. I changed dinput8 to dsound and it worked, but no enhancements were loaded. Lemme try that

#

Yeah, still the same

vernal ermine
#

Ohhh you gotta change your graphics settings to max

hallow silo
#

Ohh

vernal ermine
#

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 peepoG2

hallow silo
#

Alright, looking great

vernal ermine
#

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

hallow silo
#

Hmmm by disabling enhancements, the car material comes back. DId you replace it with a gray metallic material?

vernal ermine
#

It's a white one

hallow silo
#

Hmm good, good. Thought the game was doing something weird with car paint to make our lives worse

vernal ermine
#

Hm I did push the update with the right textures.

#

Not sure why yours looks so different

hallow silo
#

Hmm gotcha. I cloned before your push

vernal ermine
#

Hm I guess it is that shiny

#

I forgot to invert the roughness on it monkaW

hallow silo
#

Also added raw USD files to LFS. Those meshes can get quite large to track by git

vernal ermine
#

Went through and did the pavement for the main menu in substance

opaque junco
#

Niiiiice

vernal ermine
#

Not so good looking in game SAD

opaque junco
#

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?

vernal ermine
#

Looks like the moon KEK

#

For some reason I had the displacement map set as the normal map MONKAS

#

Looks a lot better

opaque junco
#

Oh hell yes that's the stuff

#

You added pom?

vernal ermine
#

Yep

#

Going to try the career garage next

opaque junco
#

Yea looks awesome

#

Have you added the water filter onto your substance sampler creation yet?

#

So cool

vernal ermine
opaque junco
#

Yea perfect. You can control where it goes with the mask option. Just paint a blob

vernal ermine
opaque junco
#

Woah

vernal ermine
#

Think it's ready to come out of the oven

#

Hmm... maybe not

opaque junco
#

Did you remember to convert your normal map to octopus 🐙?

vernal ermine
#

I think my tiling is off

opaque junco
#

Yea maybe, I'm gonna tap out, sleepy . catch you tomorrow

vernal ermine
vernal ermine
#

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

hallow silo
frail ermine
#

Why puddles?

vernal ermine
#

Original game had them

vernal ermine
#

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

hallow silo
vernal ermine
#

I can send you a contact sheet/thumbnails of all the textures in the game if that helps.

hallow silo
#

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

vernal ermine
#

No not really. I have the textures on the repo that I setup with the x360 textures but that's about it

uncut citrus
#

The repo needs to pulled through git or desktop here as well correct?

vernal ermine
uncut citrus
#

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

vernal ermine
#

Did you set your dxvk.conf to have shadermodel 0?

uncut citrus
#

yes it actually dl'd from repo like that

vernal ermine
#

Weird that it says no camera detected.

uncut citrus
#

ok

hallow silo
#

with many games*

uncut citrus
#

stays open for a couple seconds longer

hallow silo
#

The files I have

uncut citrus
#

And where did you apply the ips?

vernal ermine
#

speed.exe

uncut citrus
#

Okay that all matches up for me then.
Does the exe have to be named speed.exe?

vernal ermine
#

Nope

uncut citrus
#

Hm

vernal ermine
#

What's your game folder look like?

uncut citrus
#

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.

vernal ermine
#

I'm running out of ideas.

uncut citrus
#

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

vernal ermine
#

Maybe skip intro videos?

uncut citrus
#

Okay I’ll take a look in a minute

#

tf

#

there were two widescreen patches in my scripts

vernal ermine
#

Well that'll throw a wrench in things

#

Oh I need to update substance, apparently they improved the ai material gen

uncut citrus
#

ooo

#

now I just have to get it to run in 4k

#

nvmd I got it

vernal ermine
#

Take two on the main menu floor

frail ermine
#

what road textures do you use? There is a mod pack that has really high quality road textures (upscaled X360 ones)

analog island
frail ermine
#

pretty low quality though

analog island
#

it can be improved but could affect performance

frail ermine
#

i have smth like this laying around

analog island
#

you need like a pretty good height map for those cracks to be there

frail ermine
#

since i dont know what program adam is using i cant try with that... only can show you materialize results

vernal ermine
#

Substance

#

With some fun UV tiling going on in the preview cause it doesn’t like the ratio at all

vernal ermine
#

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

opaque junco
#

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

analog island
#

maybe.....

#

only if HP worked

opaque junco
#

One of those lil work arounds you pick up ain't it

vernal ermine
#

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

opaque junco
#

You can add a filter called transform and stretch it horizontal and export to 1024x8196 as well

frail ermine
#

But thats a really really bad result then

opaque junco
#

What do you mean?

frail ermine
#

When you strech it After he added the other textures to make it 1:1

opaque junco
#

Were not stretching it

frail ermine
#

You literally saud stretch

#

Ah, sry i get it now

opaque junco
#

We're cropping out the duplicated road pieces with a stretch

#

Ah ok

vernal ermine
opaque junco
#

Oh got it backwards, 8196x1024

#

16k is the future

vernal ermine
#

Ah so rotate it horizontally?

#

16k with texels made for 256 KEKW

opaque junco
#

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

vernal ermine
#

Think I'm getting the hang of using substance

frail ermine
#

Seems complicated xD

#

Substance painter?

vernal ermine
#

Substance sampler

frail ermine
#

Ah ok

opaque junco
#

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

sinful seal
vernal ermine
#

I think I got the floor down

#

Repo has been updated with them NODDERS

analog island
#

Jeez

#

🤯

opaque junco
#

My god that's good 🔥

vernal ermine
#

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.

severe terrace
uncut citrus
severe terrace
severe terrace
vernal ermine
#

Shiny

analog island
#

what if there was a system within remix that could transfer the glossy material across all the paints we apply

severe terrace
#

yes there is

analog island
#

i mean surely there must be a way to identify such changes

severe terrace
#

just used remix settings to make chrome

severe terrace
vernal ermine
analog island
#

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

vernal ermine
#

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.

severe terrace
#

all vehicle colors working without the mod...why they are white with mod

vernal ermine
#

Cause that’s the color of the texture

#

Change it to whatever ya want shrug

severe terrace
#

added terrain system color looks cool

vernal ermine
#

Are you using reference mode?

severe terrace
vernal ermine
#

Gotcha. Wondered why it was noisy

severe terrace
vernal ermine
#

Cause I just picked a color, you can change it to whatever you want

severe terrace
vernal ermine
#

Add it to the car texture in photoshop/kitra/paint. It can be whatever ya like.

severe terrace
#

so its not gonna work in game..needs to be dont outside of game....thats so much hassle...

severe terrace
vernal ermine
#

Making it for myself shrug

severe terrace
dark umbra
#

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.

analog island
#

we could use POM for grass cuz it looks very nice

#

wanna see?

#

its kinda like this

#

should be good enough

dark umbra
dark umbra
vernal ermine
#

I’ve been working on redoing the road textures with substance instead of just translating them straight. So I am working on it. NODDERS

dark umbra
#

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.

vernal ermine
uncut citrus
#

Not 16k res so bad

vernal ermine
#

HUH it's 512?

opaque junco
vernal ermine
#

512x4096 is as big as substance sampler wants to export

opaque junco
#

Oh no

vernal ermine
#

It get's too blurry any way if you go bigger than that

opaque junco
#

Yea fair enough, you'll run into memory issues won't ya

vernal ermine
#

In substance yea

opaque junco
#

I have to close it often or it just fills my vram

vernal ermine
#

It gets buggy in general if left open too long for me

#

Classic Adobe grade software

opaque junco
#

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

vernal ermine
#

The texture would have to be about 4,096x32,768 to get a texel density of 10.24

#

So uh 134MP texture

opaque junco
#

Oh god

vernal ermine
#

That's going off if the roads are 12ft / 3M wide

opaque junco
#

It looks Hella good already tbh. It's a trade off of resolution Vs repeating details ain't it

vernal ermine
#

Yea it looks pretty good considering it's just tweaked X360 textures

opaque junco
#

Maybe we can pester mark for a detail normal map?

#

You got the shine on the road just right mate

vernal ermine
#

Nah, I wanna move on from the roads. They're holding me back from importing sponza KEK

opaque junco
#

Inspiration everywhere

#

Change the car to sponza!

#

Sponza wheels!

vernal ermine
#

VRAM shattering fun

opaque junco
#

Lol

vernal ermine
#

What I'd really like is to get the damn sky to not be bleh Madge Need to time travel and yell at the devs

severe terrace
#

is there way to disable static shadow?

vernal ermine
#

Mark them as ignore NODDERS

severe terrace
#

i did alot of them for some reason now hey reset

opaque junco
#

Wish I could swap the sky in cod as well. Need hdri

severe terrace
severe terrace
hallow silo
#

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

severe terrace
severe terrace
#

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

vernal ermine
#

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

verbal warren
#

This one is epic

analog island
vernal ermine
#

Neat 📷

analog island
#

Ned Fo Sped Mot Wated

vernal ermine
#

I need to get some better foliage going. The jpeg trees be ruining the vibe.

vernal ermine
#

Why wouldn’t I?

#

Just gotta keep it under a few mill polygons

gritty vector
vernal ermine
#

Yay trees

vernal ermine
vernal ermine
#

Aw man, the colors are done through vertex coloring SAD

dark umbra
# vernal ermine

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.

severe terrace
vernal ermine
vernal ermine
#

Got some fall colors going now NODDERS Workflow for replacing trees is good. Need to figure out how to do the grass more efficiently.

analog island
#

billboard texture models?

vernal ermine
#

I need to figure out how to do like an alpha mask on the leaves geometry so it’s not using a transparent texture.

analog island
#

hmm

#

seems difficult

#

this doggy looking website i found might have the thing youre looking for

vernal ermine
#

Huh. The grass Im using is fine, I just don’t have a streamlined way of adding it to the scene yet.

analog island
#

is there a limit on how many child meshes can we attach to the parent mesh?

vernal ermine
#

Nope

vernal ermine
#

Where my blender wizards at? modCheck

analog island
vernal ermine
#

What would the geo node approach to masking geometry based on alpha channel? Similar to this gif.

hallow silo
#

Geo nodes would be more useful to actually scatter the samples around the geometry surface

vernal ermine
hallow silo
#

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

vernal ermine
#

Aw man the license for the foliage plugin says no use outside of rendering 😦

#

Back to the drawing board

wide warren
#

very yellow and dark green XD

#

DIRTYY

lunar schooner
#

Ez

vernal ermine
vernal ermine
#

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.

hallow silo
# vernal ermine Just realized I was making things difficult by doing everything in blender inste...

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
tawny ferry
#

has anyone tried this on Carbon?

vernal ermine
#

Lots of times

#

Doesn’t work

#

The more I try to understand why it doesn’t the more lost I become

gritty vector
analog island
#

But it does not remove ghosting

#

Pretty sad

dark umbra
# analog island But it does not remove ghosting

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.

analog island
severe terrace
severe terrace
vernal ermine
vernal ermine
#

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

dark umbra
vernal ermine
#

Yea I gotta make the textures and everything this time so

severe terrace
#

remix dont show the sun...

vernal ermine
severe terrace
#

sunlighting anyway works

vernal ermine
#

Yea? It follows the games sun

severe terrace
#

yea?

vernal ermine
#

Yea it’s visible in remix, just as it always has been. We never got the sun to go away KEKW

analog island
#

disable its code

#

do your x64dbg thingy Adam

#

😛

vernal ermine
#

One day

#

I want it to not create like 10000 distant sources as well

pure quarry
vernal ermine
#

Doesn’t matter. I don’t have the legal team to fight it shrug

severe terrace
#

i cant see sun and moon in any of the games with remix

#

never seen

normal lion
vernal ermine
normal lion
#

well i hope yuo can still use it for reference and shortcuts

vernal ermine
hallow silo
vernal ermine
#

shrug If ya want to, I can always modify the usd itself in blender anyway without much trouble so

frail ermine
#

looks like nfs heat now...

#

and maybe you want to decrease bloom

vernal ermine
formal badger
#

MF

formal badger
frail ermine
vernal ermine
#

Street lamp NODDERS

vernal ermine
frail ermine
#

i dont know how i should feel about these, where do you want to use them

vernal ermine
#

Dunno, I'm sure I'll find somewhere

frail ermine
#

i hope, because they look good. maybe in the shipyard?

#

there they actually would fit i think

vernal ermine
#

I got a bunch more to texture and clean up so I'm in no rush

frail ermine
#

or these industry areas

hallow silo
#

Now with support for Uber driver profile picture mode

dark umbra
#

Anti Culling finally works in MW only RR needed for more stable shadows, now Adam this game needs your love pls

vernal ermine
#

Gotta figure out how to make the sky look decent pepe_think

#

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 thonk_think_angry

opaque junco
#

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 😭

vernal ermine
#

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

opaque junco
#

That is looking sweet

storm cobalt
#

i wanna see crazy skyboxes here

#

some thing like this what do you say

vernal ermine
#

Can't change the skybox as far as I know.

storm cobalt
#

you can mod the game itself

#

pretty easy

vernal ermine
#

All the mods work on the non fixed function stuff

#

If you get it working lemme know

storm cobalt
#

ahh ait

vernal ermine
opaque junco
#

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

vernal ermine
vernal ermine
hallow silo
vernal ermine
#

Was adding lights so it’s kinda hard to do that in the day

hallow silo
#

But the game is daytime already. It would make sense to add lights on tunnels, but streetlights not as much Peepo_Think
But well, I like the idea of playing mw on nighttime Peepo_TypingHappy

vernal ermine
hallow silo
#

Yeah I just mean, in daytime there is no need for lights

vernal ermine
vernal ermine
#

Option 1

#

Option 2

#

(Ignore the black spot on the lamp, I need to redo the normals)

vernal ermine
analog island
#

Not parallel

#

Maybe......

#

But option 1 not that bad

hallow silo
analog island
#

It would make more sense with option 1

#

Because of how the lights are placed

opaque junco
#

Option 1 for me. the highlight on the ceiling is class

dark umbra
# vernal ermine Option 1

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.

magic gorge
# vernal ermine Option 1

Maybe option 3? Use option 1 and add lights on the center line of the ceiling parallel to the road

opaque junco
#

Lore friendly light placement you guys

vernal ermine
#

I’ll try option 1 later today peepoG2

wide warren
vernal ermine
#

My original thought was option 1 with wall packs rather than linear so I think I’ll have it be between those two.

analog island
#

i mean you probably know better than me cuz you are the lighting expert here

#

im looking at this

vernal ermine
#

Yea it’ll be like these but with older wall packs rather than flat LEDs.

#

Ah there’s the one I wanted

analog island
#

nice

#

i think there's a guideline on how to space the lights

vernal ermine
#

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.

hallow silo
hallow silo
vernal ermine
vernal ermine
#

Also I think I’ll try to get a sunset sorta sun light setup, at least the distant one being the right color.

analog island
#

Light warm piss yellow color

vernal ermine
#

Eh it feels off

dark umbra
# vernal ermine 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

vernal ermine
# dark umbra

I dunno. That doesn’t give a sunset vibe to me for some reason.

#

Maybe I need to look at more reference

dark umbra
#

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

analog island
dark umbra
#

is this sun really that bad? more or less it matches OG game

analog island
#

this shot looks very real

sinful seal
#

yes shadows are perfect

#

this looks nice too

vernal ermine
vernal ermine
dark umbra
#

btw dont make lights as bright, becouse even on day it casts shadows, wich isnt realistic

vernal ermine
#

The sun source?

dark umbra
#

nope this one

#

helicopter light left same, its cool

vernal ermine
#

Ohhh. They do cast shadows of they’re on during the day actually. It just get washes out from the sky

dark umbra
#

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.

vernal ermine
dark umbra
#

thats revolution jonny, wish i had it before i marked them all across map XD

vernal ermine
#

I wonder if I can get the lightmap one to work right

vernal ermine
storm cobalt
#

go lore friendly guys

vernal ermine
#

There is sunset in the original game anyway shrug

#

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.

dark umbra
#

place them as often as OG, also that will look nice with pbr semi reflective texture like this

vernal ermine
#

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

dark umbra
#

can u make them a bit green?

vernal ermine
dark umbra
#

perfecto

vernal ermine
dark umbra
#

can u cut brightness half

vernal ermine
#

Dear god there are so many

dark umbra
#

best mw tunnel so far😍

#

there is one more btw XD

vernal ermine
#

One side complete

dark umbra
#

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.

vernal ermine
#

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

dark umbra
#

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

vernal ermine
#

231 lights later

dark umbra
#

Yea boiii

#

Another tunnel waiting for you Adam xD

vernal ermine
#

Maybe later, wanna get some materials remixed

#

'

vernal ermine
vernal ermine
hallow silo
vernal ermine
#

I can't replace the skybox texture verySadge

hallow silo
#

Oh, thats sad

#

Why is it?

vernal ermine
#

It's layered in this game and black box games going forward

hallow silo
vernal ermine
#

I can easily swap out the textures in the base game tho to test how they work as an hdriHmm

hallow silo
#

heyo adam, needing some cursed lights reference?

vernal ermine
#

Pog My favorite: two t8 bulbs

vernal ermine
hallow silo
#

Did you use the bc6u something?

vernal ermine
#

Nah it's the aspect ratio

#

I had something wild like 20:1, needs to be 2:1

#

I think

hallow silo
#

Nice

hallow silo
vernal ermine
#

I'm still figuring out the layering pepe_think

hallow silo
#

Doesn't seems to be lighting up the scene as expected

vernal ermine
#

Gradiant acts as the background and is stretched around the sky.

#

cap goes ontop

#

env something?

hallow silo
#

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

lunar schooner
#

Vram usage Vs texel density

#

They chose to save on vram

vernal ermine
#

Well in theory it seems I can replace one of the layers to get a different skybox showing.

lunar schooner
#

That's what you have to do. Hide all of the layers, and replace one with a UV sphere

vernal ermine
#

Could try it on U2 as well. I don’t think it has all the layers so it’d be easier.

lunar schooner
#

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.

storm cobalt
dark umbra
storm cobalt
#

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

dark umbra
#

hood is wrong, just need to find mw2012 model and get hood from there

#

its 2015 model btw, only inside is modeled in heat

storm cobalt
#

You can replace the hood on the heat m3 gtr

#

haha that would make it accurate

dark umbra
#

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

vernal ermine
#

Hoping to get some more materials replaced today Prayge 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.

maiden harbor
dark umbra
#

Adam update your github repo. Would be nice if all cops had working police lights

vernal ermine
#

Oh yea I don’t have anything besides the base cruiser.

vernal ermine
dark umbra
wide warren
#

money wont come from here

analog island
#

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

dark umbra
vernal ermine
# dark umbra 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.

vernal ermine
#

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.

hallow silo
# vernal ermine I think the immediately noticeable effect of using the PT is that everything cas...

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 Peepo_Think
#

I feel almost tempted to specialize on that tbh

vernal ermine
#

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.

dark umbra
#

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)

vernal ermine
#

That’s easy

#

It’s controlled through a static variable in speed engine (?) games.

dark umbra
#

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)

vernal ermine
#

U2 is pretty bad with cpu optimization

#

All speed engine games are

dark umbra
#

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.

maiden harbor
vernal ermine
#

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

lunar schooner
#

Holy shit, y'all, the video in showcase looks amazing

gritty vector
vernal ermine
#

Oh are they the dev?

gritty vector
#

yes

dark umbra
#

Also dev of mw online (if i remember correctly), and x360 shaders port for PC. But yeah unlucko he fallen to the dark side.

vernal ermine
#

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. 👍

maiden harbor
#

appreciate it👏

lunar schooner
#

Any mod that I ever make will be free

analog island
magic gorge
#

paid nfs mw r34 mods

lunar schooner
formal badger
#

This mod is best left with him left as far away from it as possible

vernal ermine
#

Repo has been updated NODDERS

vernal ermine
#

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.

storm cobalt
#

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

vernal ermine
#

I respect it, but I don’t agree with the paywall as I’ve said before shrug

analog island
#

not paying allat

vernal ermine
analog island
#

also not the right place to promote

storm cobalt
storm cobalt
analog island
#

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

storm cobalt
#

Of course it does, you guys are working with official nvidia support

#

real piss filter when

analog island
vernal ermine
analog island
dark umbra
#

The only Nvidia support is ray's, rest is on Adam to do, all the things materials lights pbr etc.

vernal ermine
#

Mark just traces the rays. We all gotta do the rest.

analog island
#

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

woeful wagon
#

anyone know what the deal with the big round thing in the skybox is all about?

vernal ermine
#

A skybox texture that I hadn’t marked yet.

#

The sides and the top are separate

storm cobalt
woeful wagon
vernal ermine
#

It might be the cloud texture as well. You can hover your cursor over it and hopefully it’ll pick up on it

woeful wagon
#

yeah I tried before and unfortunately it wasn't showing anything

dark umbra
vernal ermine
#

Might be worth just using the dumped textures to generate hashes for all them instead of trying to find them

woeful wagon
#

oh yeah good idea

vernal ermine
#

Which reminds me, the shadow maps aren’t pre-rendered right? I want to find a way to disable them.

dark umbra
#

just drive through whole map and mark them LOL

woeful wagon
#

that's what I did lmfao

#

still end up finding some I missed

dark umbra
#

8 hours of marking here guys #1106549860393553961 message

woeful wagon
#

I don't even see this one in my list. can you give me the name of it

dark umbra
vernal ermine
woeful wagon
#

ty

dark umbra
dark umbra
#

what is that? i cannot select it with mouse, also cannot find it through textures scroll

vernal ermine
#

Oh that’s a texture that got marked as a lightmap

#

I thought I deleted all that line in RTX conf.

dark umbra
#

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

vernal ermine
#

Thicccc

dark umbra
lunar schooner
#

Ah yes

#

Gzilla

#

That used to be a thing

gritty vector
#

i mean it still is

#

we just call it srk now

lunar schooner
#

Then I got news for you

gritty vector
#

i know

lunar schooner
#

lol

gritty vector
#

unite is done for

lunar schooner
#

Unite is no more

gritty vector
#

not just as a mod but as a "this here online environment"

lunar schooner
#

Yep

gritty vector
#

the environment being

lunar schooner
#

I'm still in gzilla's old server. We claimed it as our own

vernal ermine
hallow silo
lunar schooner
#

Discord server for a nfs mod

#

The admin and the mods have gone insane

formal badger
storm cobalt
#

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

storm cobalt
storm cobalt
#

Crazy how any good hardworking modder becomes gzilla according to you

#

Once they stop caring about the community they're gzilla

formal badger
#

tell me

#

were you ever staff in one of his servers?

#

no?

#

then shut the fuck up

gritty vector
#

gzilla was not hardworking, he was an ass

#

there's my point of comparison

formal badger
#

osd is a racist piece of shit that made one good mod and then weaseled his way everywhere else

gritty vector
#

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?"

storm cobalt
#

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?

gritty vector
#

No, it's coming soon

storm cobalt
#

Hey that's amazing to hear any youtube channel or discord yet?

gritty vector
#

No

#

That's all I can say

maiden harbor
#

I admire your dedication to me tbh

#

#1 fan

analog island
#

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

maiden harbor
#

I have no beef with anyone here lol

#

its just funny how much beef they have had with me for a very long time

maiden harbor
#

if you wanna criticize me then at least be honest about it and don’t make shit up🤩

maiden harbor
gritty vector
#

lmao
"dozens" of "big" servers

maiden harbor
#

nfsmods

#

kuru

#

elaymm4 modding corner

#

sbrw (I’m quiet there but whatever)

#

need I continue

gritty vector
#

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?

maiden harbor
#

they’re still nfs discords bro

gritty vector
#

your last message was in 2021 in kurus server

#

the fuck are you on

maiden harbor
#

and if we use your definition then exactly which nfs modding discords have I been banned from?

maiden harbor
#

“every server” my ass

analog island
#

listen man what do you need to prove here?

gritty vector
#

he's desperately trying to sell plak here

maiden harbor
#

nothing lol

analog island
#

im broke asf, on the brink of installing IW8x

maiden harbor
#

you and ctrl started shit

gritty vector
#

in a server that has absofuckinglutely nothing to do with nfs whatsoever other than the project supporting the rendering api nfs uses

maiden harbor
#

in a channel specifically about need for speed most wanted***

maiden harbor
#

ftfy

maiden harbor
#

the streetlights look just like in plak

#

thought someone ran both

#

so don’t assume the worst every time

gritty vector
#

i didn't assume the worst when you looked up my facebook either
now i do

maiden harbor
#

what😭

gritty vector
#

who gives a crap about shit happened "years ago" when it still happened

maiden harbor
#

the fact that people aren’t static

#

eh whatever this is pointless

gritty vector
#

"oh i was a fucking toxic idiot but its ok because it happened not presently"

maiden harbor
#

your obvious bias is, well, obvious

#

have a great day

gritty vector
gritty vector
gritty vector
gritty vector
analog island
gritty vector
#

my point still stands

analog island
#

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

gritty vector
#

gzilla before gzilla
gzilla after gzilla

analog island
#

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

gritty vector
#

i'm not, he is lol

lunar schooner
#

Jesus

#

The last time I heard people arguing over gzilla was when he first started fucking up

storm cobalt
analog island
#

we need a good tonemapper to give the effect

storm cobalt
#

I agree

#

Maybe replicate the og game's tonemapper

formal badger
lunar schooner
#

Yeah

#

Me too

formal badger
#

no, i knew their true colors long before they got aired out in public

dark umbra
formal badger
#

but can we just move on this shit doenst need to be here

analog island
#

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

storm cobalt
#

i love the look of ps2

gritty vector
#

PS2 does have a piss filter tho

storm cobalt
#

i love how it looked

gritty vector
dark umbra
#

Ps2 had more or less normal look with slight yellowish look

gritty vector
storm cobalt
#

The exagerrated reflections look so good

dark umbra
#

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.

vernal ermine
#

Ya'll making a piss filter? KEK

lunar schooner
#

Naw I'm making piss

vernal ermine
#

New wall mesh and texture

brave bear
vernal ermine
#

I just finished up a new roof for the east side garage as well

lunar schooner
vernal ermine
lunar schooner
vernal ermine
vernal ermine
#

And the highway supports

#

Repo has been updated 👍

severe terrace
vernal ermine
# vernal ermine

I feel like this roof came out way too bright. Should I turn down the exposure on the texture?

dark umbra
#

Btw adam, in ps2 thoose lights are yellow not green. Im idiot sorry

vernal ermine
#

I’ll change them over to aged HPS yellow later.

vernal ermine
#

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 KEK

hallow silo
grand crag
# hallow silo Oh boy, I didn't know u were struggling with it, could have just asked, I have s...

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.

vernal ermine
#

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.

hallow silo
hallow silo
vernal ermine
#

Nope

#

That’s why I got my batch converter

grand crag
hallow silo
vernal ermine
grand crag
# vernal ermine 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.

vernal ermine
#

I find I have to clean up the mesh before doing it anything else. Mainly, recalculate the normals, merge verts, and simplify the mesh.

grand crag
#

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.

vernal ermine
#

Cleaned up fine in my blender

grand crag
#

If i want to flip the normal, Blender just crashed...

vernal ermine
#

Huh what do you know, if I use blender to flip the normals it does crash

hallow silo
#

Ohh I see, yeah. This is a known problem, though I think it is how remix exports them with duplicated vertices already Peepo_Think . I use the merge option in blender as well, but sometimes you have to bump up the distance in the bottom left dialog

vernal ermine
#

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
[...]

grand crag
hallow silo
vernal ermine
#

Ah rizom shows those verts

hallow silo
#

I'm not using blender 4.0 though

hallow silo
grand crag
vernal ermine
#

I'd suggest not messing with the captured usd's directly and rely on Eman's tool to setup the replacement mesh.

grand crag
#

Your mesh still have duplicate vertices

hallow silo
#

Yeah, it is this one

#

Hm I'll inspect the USD, it has only 15 vertices anyway

grand crag
#

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.

hallow silo
#

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

grand crag
vernal ermine
#

Are these from GTASA?

grand crag
hallow silo
#

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

grand crag
#

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.

vernal ermine
#

I'll be here redoing a fence

lunar schooner
#

He will be redoing a fence

vernal ermine
#

Going to stain it and make it look nice

vernal ermine
#

Think that's my best uv percentage

hallow silo
vernal ermine
#

That's some big textures for a fence

hallow silo
#

Hmmm 4k BC7?

vernal ermine
#

Yea

hallow silo
#

Thats about right. The date palms are about the same

#

Since dds is more optimized for faster loading than storage space

vernal ermine
#

Took me a minute to find the fence ingame

hallow silo
#

Hmmm Hedge Fences

#

A lot similar to U2 models

supple dune
analog island
#

or you have one and the game's being a b*tch

gritty vector
storm cobalt
#

1050 ti

brisk obsidian
#

This isn't right, right? 😄

dark umbra
brisk obsidian
#

I used RTX Remix Downloader from look-here-first section
Also, I noticed that disabiling Enhanced Assets -> Enhanced Materials fixes textures problem

dark umbra
#

We are talking about this btw

brisk obsidian
#

Yup

#

I clicked on Code and download zip

#

I'll try with Github desktop

dark umbra
brisk obsidian
#

Sadly, same thing :<

#

In game it looks like this

#

Clearly some issues with textures

dark umbra
#

How did you install it?
You put rtx-remix folder inside game right?

brisk obsidian
#

Yup

dark umbra
brisk obsidian
dark umbra
#

btw did you delete old rtx-remix folder before putting github desktop one?

brisk obsidian
#

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 😄

dark umbra
#

are you using any mods?

brisk obsidian
#

Hm... for skipping intro movies and widescreen exe

#

That's all

dark umbra
#

its same right?

#

game clearly missing materials, but why are they not there idk

brisk obsidian
#

Huh, it's not the same

#

Different size, same quantity of files

dark umbra
#

yeap here it is

brisk obsidian
#

But why

#

I downloaded it straight from github

dark umbra
#

im reseting whole sing to see if github desktop downloading all files

#

yeap its not full

brisk obsidian
#

Uhm, so where can I get all the files if not on github?

dark umbra
#

when Adam fix that, for now i will put it on drive and send link here wait a sec

brisk obsidian
#

Thank you!

brisk obsidian
#

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

dark umbra
#

bigboy guy doing textures, but he doesnt share anything for now, Adam is mostly doing lights related stuff.

brisk obsidian
#

All the custom cars are orange

dark umbra
#

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'

brisk obsidian
#

I know for sure that hardware is not an issue since I have 4080
Will do, but I want to try one more thing

dark umbra
#

also game dosent changes time of the day, so the only way to do that is here with this three parameters

brisk obsidian
#

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

dark umbra
#

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.

brisk obsidian
#

Well, thank you for your help, maybe devs will find what's going on

brisk obsidian
#

Now I saw that I am not the only one

brisk obsidian
#

If someone has time, could you upload the full game folder to test and compare what's different?

analog island
#

can't share game files

#

here

brisk obsidian
#

I understand, but I just wanted to track the errors

#

Or what possibly causing gone wrong

vernal ermine
dark umbra
vernal ermine
#

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.

lunar schooner
vernal ermine
#

Plus it avoids the whole GitHub desktop junk

lunar schooner
#

It's a github thing

dark umbra
lunar schooner
#

AdamPlayer fix your repo!

vernal ermine
lunar schooner
#

thx

vernal ermine
#

I’ll host it on something like rapidgator and make everyone download it at 15kb/s KEK

analog island
#

use megab*stard

#

if its too large

brisk obsidian
vernal ermine
brisk obsidian
#

Create an email address especially for this project

#

15GB should be more than enough

vernal ermine
#

Mega will work fine shrug

brisk obsidian
#

Ok, whatever will fix the orange cars 😄

vernal ermine
#

I have an idea in mind but it won’t persist across all cars

brisk obsidian
#

For now it only happens with personal cars and enemies cars

#

The ambient and the police are fine

olive barn
#

Any news?

vernal ermine
sharp badger
#

Is there any tutorial I can read or watch to install rtx remix onto this game ?

graceful crane
#

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

willow herald
willow herald