[New] Glass Impact Decals

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UN17

Taijutsu Specialist
Dec 7, 2003
675
0
16
I'm a fan of action movies and I've noticed INF doesn't really have any glass decals. There are two glass decals in the resources but they were never implemented. Also, most glass in INF breaks on the very first shot, so decals are pointless. Now, with the power of me stuffing things in Real Targets, INF can now have some glass decals. Also, hopefully mappers will make some glass that can take a few shots liks in this demo video!

Glass Impact Demo (29mb)

Bang bang bang *shatter* Weeee!
 

UN17

Taijutsu Specialist
Dec 7, 2003
675
0
16
Yeah, when I saw the movie, I didn't even recognize the weapon you were using :) Took me like 8 seconds to realize it was one of the new IMT weapons. MP5A2! The map is a test for my masterpiece map, "EAS-INF-BigEmptyRoom". It'll be my favorite EAS map ever!
 

geogob

Koohii o nomimasu ka?
Well... I recieved more PMs in 24 hours than in the last 24 weeks. It seems this video somehow triggered a new mystery regarding my video settings. Who would have thought about this!

So here's to satisfy your curiosity...

I have a ATI radeon 9800xt and use Chris' OpenGl.drv version 2.8

Driver Packaging Version 8.09-041221m-020455C-ATI
CATALYST™ Version 05.1
Provider ATI Technologies Inc.
2D Driver Version 6.14.10.6505
2D Driver File Path System\CurrentControlSet\Control\Video\{3AB4241D-2C22-4652-BC65-0CB91A8A4897}\0000
Direct3D Version 6.14.10.0283
OpenGL Version 6.14.10.4830
CATALYST™ Control Center Version 1.1.1816.25974
AIW/VIVO WDM Driver Version 6.14.10.6238

Graphics Card Manufacturer Built by ATI
Graphics Chipset RADEON 9800 XT
Device ID 4E4A
Vendor 1002

Subsystem ID 0002
Subsystem Vendor ID 1002

Bus Type AGP
Current Bus Setting AGP 8X

BIOS Version 008.015.058.000
BIOS Part Number BK-ATI VER008.015.058.000
BIOS Date 2003/10/23

Memory Size 256 MB
Memory Type DDR SGRAM / SDRAM

Core Clock in MHz 412 MHz
Memory Clock in MHz 365 MHz

Primary Display Yes

Code:
[Engine.Engine]
GameRenderDevice=OpenGLDrv.OpenGLRenderDevice
...

[WinDrv.WindowsClient]
WindowedViewportX=1280
WindowedViewportY=1009
WindowedColorBits=32
FullscreenViewportX=1280
FullscreenViewportY=1024
FullscreenColorBits=32
Brightness=0.800000
...

[OpenGLDrv.OpenGLRenderDevice]
RefreshRate=60
DetailTextures=True
UseTrilinear=True
UseS3TC=True
UseTNT=False
LODBias=-2.000000
UseMultiTexture=True
UsePalette=True
UseAlphaPalette=False
Translucency=True
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
HighDetailActors=True
MaxAnisotropy=0
AlwaysMipmap=False
UsePrecache=False
SupportsLazyTextures=False
TruFormMinVertices=0
TruFormTessellation=3
UseTruForm=False
NumAASamples=0
UseAA=False
RequestHighResolutionZ=True
MaskedTextureHack=True
SwapInterval=-1
UseVertexProgram=False
UseCVA=False
UseMultiDrawArrays=False
AAFilterHint=0
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
UseTexPool=True
UseTexIdPool=True
UseSSE=2
BufferClippedActorTris=True
SinglePassDetail=False
ColorizeDetailTextures=False
DetailClipping=False
UseDetailAlpha=True
MaxTMUnits=0
NoFiltering=False
Use4444Textures=False
AutoGenerateMipmaps=False
ShareLists=False
UseBGRATextures=True
UseZTrick=False
MaxLogTextureSize=8
MinLogTextureSize=0
MaxLogVOverU=8
MaxLogUOverV=8
OneXBlending=False
GammaCorrectScreenshots=False
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
DescFlags=0
Description=
DisableSpecialDT=False
UseFilterSGIS=False
UseVertexSpecular=False
 
Last edited:

UN17

Taijutsu Specialist
Dec 7, 2003
675
0
16
OneXBlending=False <-- That's what's causing your Overbleed in the floor & ceiling textures. Set it to true and they won't be burned out. Changes the visuals of the game a lot, especially with washed out snow, and other bright textures.

You did a good job. Can I send you more stuff to make into videos? :p