Bloom in UT?

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Zur

surrealistic mad cow
Jul 8, 2002
11,708
8
38
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Looks like I'll have to code it myself or force someone to do it. I'm not much of coder either. ****.

If you know someone that's capable of figuring out the C++ source let me know.
 

Raven

Member
Jan 17, 2004
147
0
16
40
turniej.unreal.pl
You might want to integrate it with some native classes, so you mapper could put some kind of a trigger which will turn some postprocess effect on/of.
 

Vagabond

Yeah, but they'd be on fire.
Well, I finally got it working. :D I'll post some pics to show the "subtle" differences. The only problem is that there are some atrocious texture errors and the inability to use S3TC textures [re- fixed]. Decide for yourself.:hmm:
 
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Vagabond

Yeah, but they'd be on fire.
Here's the first of a few files, I'll keep 'em coming. ;)
 

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Vagabond

Yeah, but they'd be on fire.
I've surmised that the strange textures might be caused by the HD S3TC texture pack. I'll have to install default UT textures to see what's what.
 

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Raven

Member
Jan 17, 2004
147
0
16
40
turniej.unreal.pl
Awesome, can't wait to try it out. Keep up the good work :).

Do you plan to release sources too?? This way someone could extend it or port it into Unreal 1 227?
 

Zur

surrealistic mad cow
Jul 8, 2002
11,708
8
38
48
You might want to integrate it with some native classes, so you mapper could put some kind of a trigger which will turn some postprocess effect on/of.

Would there be a way to swap textures with solid colours on the fly using this approach ? It would be very useful in fan movie making.
 

GreatEmerald

Khnumhotep
Jan 20, 2008
4,042
1
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Lithuania
Holy bloomster!! This looks awesome! Very close to UT3! However, the contrast is a bit too big - you can't even see the wall in Sesmar outside picture, it's all white... And whoa, bumpmaps! Ownage!
But what's wrong with S3TCs then? :(
 

Vagabond

Yeah, but they'd be on fire.
However, the contrast is a bit too big - you can't even see the wall in Sesmar outside picture, it's all white...
The good thing is that you can set the amount of contrast/bloom/etc in a .ini file; thus it can be tailored to suit your own taste. There are even options that allow for occlusion and depth of field (currently, both are buggy). There are other minor inconviences as well: masked textures becoming, for a lack of a better term, "unmasked"; random crashes are also an annoyance.
 

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Zur

surrealistic mad cow
Jul 8, 2002
11,708
8
38
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Oh, I'm definitely interested in DOF. I wanted to modify the renderer so it would paint greyscale levels according to distance (this can be used to create dof in video editing) but I just gave up when I saw the source code. There's a lot of stuff in there I just can't figure out.
 

Vagabond

Yeah, but they'd be on fire.
Epic's default S3TC textures (those that came with disk 2) work perfectly. It seems that the texture errors are caused by the High-Def S3TC texxies. Masks still a problem though...

I'll put the installation files up soon, as well as the instructions.
 
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