*Live capture of the native build: the cinematic pre-race camera sweeping round the Skyline, the 3-2-1 countdown
and the launch with the speed blur, the glass minimap and speed dial, AI rivals alongside β all running from
decompiled game logic and the disc's own data files.*
![]() New main menu β flat and high-contrast: a column of big caps, a hard-edged signal-yellow highlight that glides to the selected row, a one-line description, your player, cash, reputation and current car, and the 3D showroom behind it. The original FEng carousel still runs underneath as the logic (input, selection, navigation); NFSU2_CLASSIC_MENU=1 shows the original screen. |
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![]() Night street showroom β a low rear three-quarter hero shot (0.3 m off the asphalt, aimed up, a 42Β° lens) on a procedural Israeli night street: apartment blocks with balconies, lit windows and shutters, a kiosk with a neon script sign, sodium streetlights as bokeh discs, wet asphalt mirroring the street and the car, linear-depth depth of field focused on the car, bloom and an anamorphic streak, ACES, a teal / amber grade and edge chromatic aberration ( NFSU2_NO_STREET=1 restores the studio). |
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![]() Garage and Body Shop β the garage list over the 3D room, then the Body Shop: a category column, the highlighted part with its price, total cost and cash, the camera swooping to the part's side of the car with a title card on every change, and the engine, hood and doors the original's animation data opens. The paint shop, world map, car select, results, reward and countdown are drawn natively the same way. |
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![]() Quick Race menus β mode select and track select redrawn natively in the same flat style (a sliding yellow blade, a windowed list with lock marks and a scrollbar, the highlighted track's type, distance and best time); the car select, Options categories and the race options use the same list, settings and car panels. The original screens keep running underneath as the logic. |
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![]() Garage 3D transitions β every change of shop shot swoops the camera round the car (orbit, dolly, lens punch, radial blur, easing past the mark and settling), a yellow blade wipes across and the title cuts in; the boot, hood and doors open and close with the original's own animation curves, decoded from CARS\<car>\PARTS_ANIMATIONS.BIN (tools/car_part_anims.py). NFSU2_GARAGE_TOUR=1 cycles the shots. |
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![]() Rain on the paint β water drops modelled as spherical caps (about 65Β° contact angle): Fresnel reflection, catch-lights, a caustic crescent, drops stretched by gravity and by the wind of the car's speed, trails behind the big ones ( NFSU2_WET=<0..1>). |
![]() Exhaust flames β short, ragged and pulsing (a few tens of centimetres, three tongues, blue-white at the pipe fading to orange) instead of the old missile trail ( NFSU2_FORCE_FLAMES=1 to preview). |
![]() Loading screen β an animated full-window backdrop (the artwork with drifting smoke, played back and forth with a cross-fade), a glass progress bar that only moves forward across every load phase (menus, race interface, streaming and building the city), stage names and rotating hints. |
![]() Main-menu showroom β the real 3D car on a dark studio floor with a mirrored reflection, softbox light panels and a gentle camera sway, behind the original menu. |
![]() Car select β the car under studio strip lights turns slowly; changing car, paint or parts updates it live, through the same car shader the race uses. |
![]() Free-roam events β a light column marks every open career event; drive into it and the event is offered with its real name, type, distance and purse. |
![]() Sky, god rays and lens reflections β a per-pixel procedural sky with drifting cumulus and cirrus, shafts of sun cut out by the buildings, and lens ghosts, a halo and a streak while the sun is in view. |
![]() Old apartment blocks β generated "shikun" buildings with slatted plastic shutters, wall air-conditioners, balconies and a roof of solar water heaters, in Jerusalem stone. |
![]() Police pursuit β patrols watch the lanes; speeding in their sight starts a chase with heat levels 1β5, reinforcements, roadblocks, a BUSTED bar, a COOLDOWN bar and a bounty ( NFSU2_NO_POLICE=1 turns it off). The car is a converted third-party model that is not in this repository. |
![]() Nitrous flames β a turbulent flame jet from each exhaust with shock-diamond beads, fire-frame particles, embers, a glare and a road glow; hold Space with a nitrous tank. |
![]() Living vegetation β leaf-card trees, flowering bushes and agave built from the game's own foliage textures, with a wind shader (travelling gusts, leaf flutter), per-tree colour variation and light through the leaves. |
![]() Esc menu β the glass pause dialog now opens the original in-race options (audio, videoβ¦) and Back returns to it; Resume, Main Menu and Quit work. |
![]() Screen transitions β menu β loading β game, with a glowing diagonal wipe between screens and a loading backdrop that keeps moving ( NFSU2_NO_TRANSITIONS=1 turns the wipes off). |
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![]() Night racing β emissive headlights and tail lights, glass covers, light pools on the road, a dusk sky with stars; one clock now runs day β afternoon β sunset β night ( F5, NFSU2_TIME=<hours>). |
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shikun asset (5 floors, ~26,000 triangles, rendered here by the project's own tiny software rasteriser β flat vertex colours, no lighting).