Unreal PSX

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Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
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[M]http://www.youtube.com/watch?v=AH-T_yAz3ds[/M]

That video I guess?
But if you played the original maps first then you already know it by the game.
 

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
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DieHard if you are reading this, there is a trouble here regarding your S3TC textures, I didn't download your packages for a long time, download low end and ate most of my space, plus I was susprised that you removed some original S3TC textures and replaced them with new ones, I am used so much to the UT originals, anyway here is some bug with E1L1B sky I noticed (skytstax texture from Skbox.utx):

[SCREENSHOT]http://img814.imageshack.us/img814/8292/s3tcpsx.png[/SCREENSHOT]

Also:
[SCREENSHOT]http://img849.imageshack.us/img849/2810/s3tcpsx1.png[/SCREENSHOT]

What are moths doing on that light? :lol:

Also please send me the tutorials as soon as possible, for the proper texture resizing, with photoshop and gimp.
 
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Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
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Imo, the new hue as well, the VR textures at least. The way I see it. I was just used to the originals or original S3TC, I know some were slithgtly different but it still fit and some of them I thought were fitting more than others.

Or the hue could only be altered from original S3TC ones. It is just that I somehow miss those as I was used to them so much.
 
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Diehard

New Member
DieHard if you are reading this, there is a trouble here regarding your S3TC textures, I didn't download your packages for a long time, download low end and ate most of my space, plus I was susprised that you removed some original S3TC textures and replaced them with new ones, I am used so much to the UT originals, anyway here is some bug with E1L1B sky I noticed (skytstax texture from Skbox.utx):


Yes its a known issue, that was dicovered quite a while back in UT. But recently it was also discovered in Unreal which rules out a render issue. I still have to investigate the causes and may also turn to the Old Unreal team, Smirftsch in particular. Its not an error in the Drawscale function, because it is automatically calculated by the Mergertool.

That said, i asume its a (kinda) similar problem to the skating player glitch. Somehow it is triggered on certain maps, and may ly in the fact some setting in those skybox clouds differ from other maps.


To solve the issue, i plan to remove the involved S3TC textures from the packages. Which than means that one or more cloud textures return to low resolution. In the meantime i hope that the issue can be solved otherwise. That otherwise might be limited to Unreal, since it could be implemented in the 227 patch.


What are moths doing on that light? :lol:

I thought it was a nice touch, and i asume that the insects on Na Pali will behave similar to the Earth inscts and are drawn to lights, and effctively they could be a mix from Earth insects(Vortex Rikers being an Earth ship) as well as Na Pali insects that also were drawn to the lights after the ship chrash landed.




Also please send me the tutorials as soon as possible, for the proper texture resizing, with photoshop and gimp

Most is complete, but still missing parts. Photoshop mostly is done, but i need to take screens from The GIMP as well. But as soon as Photoshop is finished i will already sent that part.


The original UT S3TC textures are not true to the original non-S3TC textures (have a different hue etc.), thus they were replaced.


Very true, and on top of that, lots of them were plain ugly and/or had a wrong design. But even worse, the 2nd CD S3TC textures do not exceed the Low End packages. To be able to create the High End and Extreme End they had to be made from scratch. And in time this will also go apply to all other remaining 2nd CD S3TC textures in (mainly) the Ancient and PlayrShp package.


I am sure if you play a while with the new textures you will adapt, and if not, you always can return to the 2nd CD textures. But as said, at the end ALL 2nd CD S3TC textures will have been replaced.
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Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
Very true, and on top of that, lots of them were plain ugly and/or had a wrong design. But even worse, the 2nd CD S3TC textures do not exceed the Low End packages. To be able to create the High End and Extreme End they had to be made from scratch. And in time this will also go apply to all other remaining 2nd CD S3TC textures in (mainly) the Ancient and PlayrShp package.


I am sure if you play a while with the new textures you will adapt, and if not, you always can return to the 2nd CD textures. But as said, at the end ALL 2nd CD S3TC textures will have been replaced.
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Thanks. I will wait for them patiently.

The skybox texture is the one from Skybox.utx while normal Unreal maps use GenFluid one, it is a duplicate texture case. I think all maps that use this one will have that and even automatic calculation can have its errors.

I did adapt a bit already, but still i had some favorites there, like the sand texture, one of dirt ones, you made it look more like rock or something while original purpose was sand. I think the orignal S3TC one was good, looked good with the UPSX maps which have sand in there or even some ONP maps, which footsteps reflact the sand btw.
 

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
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48
I saw the skybox bug also in the attacked mappack, using the same skybox package texture, not the genfluid one that Unreal maps use as well. It seems it is only for that one. It must be the drawscale setting, it is too low.

Anyway here is set of new screenshots, using your S3TC LowEnd packages(was too lazy to screenshot set of both):
[SCREENSHOT]http://www.unrealtexture.com/Hosted/Leo_T_C_K/screenshots/IntoVortex1.png[/SCREENSHOT]
[SCREENSHOT]http://www.unrealtexture.com/Hosted/Leo_T_C_K/screenshots/IntoVortex2.png[/SCREENSHOT]
[SCREENSHOT]http://www.unrealtexture.com/Hosted/Leo_T_C_K/screenshots/IntoVortex3.png[/SCREENSHOT]
[SCREENSHOT]http://www.unrealtexture.com/Hosted/Leo_T_C_K/screenshots/IntoVortex4.png[/SCREENSHOT]
[SCREENSHOT]http://www.unrealtexture.com/Hosted/Leo_T_C_K/screenshots/IntoVortex5.png[/SCREENSHOT]
[SCREENSHOT]http://www.unrealtexture.com/Hosted/Leo_T_C_K/screenshots/IntoVortex6.png[/SCREENSHOT]
[SCREENSHOT]http://www.unrealtexture.com/Hosted/Leo_T_C_K/screenshots/IntoVortex7.png[/SCREENSHOT]
[SCREENSHOT]http://www.unrealtexture.com/Hosted/Leo_T_C_K/screenshots/IntoVortex8.png[/SCREENSHOT]
[SCREENSHOT]http://www.unrealtexture.com/Hosted/Leo_T_C_K/screenshots/IntoVortex9.png[/SCREENSHOT]
[SCREENSHOT]http://www.unrealtexture.com/Hosted/Leo_T_C_K/screenshots/IntoVortex10.png[/SCREENSHOT]
 

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
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Thanks. I am trying to do my best there, reworking these levels. I will soon start working on another part of the VR levels.
 

Diehard

New Member
Its not an error in the Drawscale function, because it is automatically calculated by the Mergertool.


A couple a days ago i realised i need to explain that better and refrase myself somewhat.


Obviously it IS a DrawScale problem and you are 100% correct Leo :). Both the original Unreal textures as well as the S3TC counterparts are made perfectly tilable. The only way the non-tilable clouds can occur is that the texture scaling is off so it becomes slightly larger, or smaller. In both cases the non-tiling bug can apear. And this can only happen if the DrawScale somehow isnt correct.


By saying: Its not an error in the Drawscale function, because it is automatically calculated by the Mergertool.

I referred to the Mergertool in the sense i dont believe the tool makes an error on only oné texture while it correctly calculates all other textures. Hence the remark its not a DrawScale error(done by the Mergertool).


And i never referred to the fact you are correct it is of course a DrawScale error.................


I thought i needed to clear that up :)


To what now actually is happening i dont know, i asume somthing is wrong with the original texture itself(though i cant find anything wrong), or it really is a similar bug as the skating player glitch. A combination of S3TC with functions set to those clouds, in combination with another unknown factor likelly triggers it. As with the skating player glitch that has a similar issue.


End of story is, you are correct on the DrawScale function, and i should have explained it more carefully.
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Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
It only happened with the Skybox package, all maps that used the skybox.skytstax had it. Including Atacked, chapel of the elders map, etc. ANd chapel of the elders have no flags set on the surface so it's not that either. Each texture properties have drawscale 1.0 by default but if you change it to 0.5 it is half of its size, even though the real size is different, then it can appear scaled down, but fake, I used it originally in E1L1B too on two additional textures, until I realized there is the relative scale function and I don't need to use additional textures for same effect.
 

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
I am finalizing Vortex Rikers maps, only the AI prison needs to be done out of VR maps. I will probably release it afterwards all, as a demo, maps from E1L1 set up to E1L4, connected together in a nice pack, that would serve as a great "demo" I think.

Some more stuff has been recovered, some of the older design doc stuff, some concept art and other goodies, not so much of maps (it was stuff up to august 1999 only), in one or two exception, but that's it.
 

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
The thread was cleaned up by Delacroix's request by Hal. As for Delacroix he is now helping with the translator messages, writing most of them because most of maps lacked them etc, as you could read on the UT99 thread.
I am going for a demo release in December if everything goes well.

EDIT: Updated texture package, made it comforted to the last package already downloadable to avoid mimsatches, although clients which have it in their cache will not redownload it and not see the changes which are the detailtextures being applied now...
UPB-Elya.rar
 
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Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
MAJOR UPDATE:

One of the designers have recovered his crashed harddrive content. Some maps that have been missing until now are just recovered.

Also there were included some other stuff like the original screenshots from the psx hardware version:

Jpegs.zip

The character models(not recovered, were meant to be only on psx).

[SCREENSHOT]http://www.unrealtexture.com/Hosted/Leo_T_C_K/rare/UnrealPSXCharacters-LoRes.jpg[/SCREENSHOT]
 

UBerserker

old EPIC GAMES
Jan 20, 2008
4,798
0
0
Oookay I didn't expect that black alien to be in Unreal. Is it one of those species mentioned in the Novels?
 

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
All maps are basically finished now for the demo, new skins are on the way too(by papercoffee) and some additional scripts need to be done etc and then send out the stuff for final testing, but it has been tested extensively all thorought during making, so I don't expect anything popping out really..
 
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