Latest opengl renderer by Chris fixes too bright textures!!

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zeep

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Feb 16, 2001
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Well i'm exited about it anyway!
Opengl 2.3 is released.

As some of you may remember ( sublime ) the opengl renderer made some textures ( i.e. snow in kazakhstan ) too bright.
well it's fixed now and Infiltration in opengl looks better than ever!

Chris explains why & how on his site.

YeeehaaaaaWWW!!!!!

/me throws snowball to fieldmedic
 

(SDS)benmcl

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May 13, 2002
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Alrighty now. Downloaded. Copied the new set of options. I can't remember but I can't seem to find alist for all the options or even if there is one. Anyone?

Thanks zeep for pointing this out.
 

(SDS)benmcl

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Perfect. Thanks. Had a brain fart and couldn't find it. Actually if people are getting different results with different settings that they are playing around with myabe they could post them.
 

FieldMedic

Less good UT Player ever
Aug 30, 2001
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/me dodges the snowball while opening a bottle of champagne ;)

Thanks for the new zeep , i didnt gave a look to Chris page since some time and i wasnt aware of the new version.

I just tried the version 2.3 of Chris OpenGL , and i seem to find no problem

For people who want an example of what to put in their .ini (UnrealTournament.ini and Infiltration.ini or ThemainINIofanUTmod.ini) , here is what i use actually
Notice : those settings are not performance only (as i activate volumetric lightning by example) , so feel free to change to your taste
I play in 1024*768 in 32 bits ingame and desktop, so if you copy my settings, remember to change accordingly to your own res
[WinDrv.WindowsClient] category
[WinDrv.WindowsClient]
WindowedViewportX=640
WindowedViewportY=480
WindowedColorBits=32
FullscreenViewportX=1024
FullscreenViewportY=768
FullscreenColorBits=32
Brightness=0.400000
MipFactor=1.000000
UseDirectDraw=True
UseJoystick=False
CaptureMouse=True
StartupFullscreen=True
CurvedSurfaces=False
LowDetailTextures=True
ScreenFlashes=False
NoLighting=False
SlowVideoBuffering=True
DeadZoneXYZ=True
DeadZoneRUV=False
InvertVertical=False
ScaleXYZ=1000.000000
ScaleRUV=2000.000000
MinDesiredFrameRate=60.000000
Decals=True
NoDynamicLights=False
UseDirectInput=False
ParticleDensity=0
NoFractalAnim=False
SkinDetail=High
TextureDetail=High

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

Hope that it can help

Note2 : dont be bothered by the word True instead of 1 or False instead of 0 you can see in the Opengl settings up there (my previous settings were only =1 or =0) , it was saved like this when i modified them ingame and it continue to work

Note3 : to modify ingame those OpenGL settings , just write
preferences
in the UT console ingame , and click on Rendering and select OpenGLSupport
and there you can change every of the settings
 
Last edited:

kungpaosamuraiii

HOVER TANKS
Mar 31, 2002
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Thanks FieldMedic. I played with those settings before and started seeing wireframes..... That should get me back to normal.
 

Annihilus88

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Jun 27, 2003
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I downloaded the renderer but noticed some problem. I mean it's great much better then before but does anybody get that sky bug when you have S3TC on? No prob in Infiltration that i noticed yet but in regular UT. I play UT also along with Infiltration lite mutator on my server. If you look at dm-Agony the skybox is skrewed up. THe sky is black but the top one you can see. All sides black, top side ok. I put the CD2 textures in. Tried to fix it but can't as of yet. I emailed chris but he did'nt respond about it. Wish i had a answer. I have a ATI radeon 9800 256mb .
 

zeep

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Feb 16, 2001
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I dont know. I dont have the cd2 textures. I dont have the 2nd cd at all. ( low budget UT shipment i guess )
Chris doesnt reply fast like that, give him a week or so.
 

jaeg

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Oct 18, 2000
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This new option makes it way too easy to cheat as it only applies to world textures, not model textures. Player models now stick out like a sore thumb.
 

zeep

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But Jaeg, Freon, on my pc opengl looks just like d3d now. If what you say is true then d3d has always been bugged?
Coming to think of it, that could be true if this is what Chris meant in an email i got a while back.
lemme quote Chris' email here:
Thanks for sending in a couple of good screenshots. I have some good and
bad news about brightness differences...

I ran a few tests and I'm fairly sure the color differences are due to a bug
in the D3D renderer when using multitexture. It looks like it does not do
2X blending with the lightmaps when using multitexture. To see the
difference within the D3D renderer itself, just run windowed, bring up the
Advanced Options window and double click on the UseMultitexture option in
Rendering\Direct3D support a few times. It should update instantly, but
make sure to start with multitexture on, otherwise internal state comes up
corrupted. For reference, I also ran some comparisons with the software
renderer and it seems to match D3D single texture and OpenGL rather than D3D
multitexture.

I don't like to spend too much time emulating bugs, but this one is fairly
easy to add an option for and would not have any major impact on
performance. Although I haven't experimented with it yet, there's a good
chance I could make it do 1X blending mode in single texture mode too, just
for consistency.

I'm not sure i see what you guys are talking about. It all looks good to me. Players, plants & such
 
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FieldMedic

Less good UT Player ever
Aug 30, 2001
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To check what Annihilus88 said about Agony skybox i made a little test

I installed the high res textures from the 2nd CD too

result
First screenshot
CHRIS OPENGL
 
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FieldMedic

Less good UT Player ever
Aug 30, 2001
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And now the Direct3D one

As you can see, there is a little problem in the skybox of Agony , the problem is not here in D3D

But notice the difference of quality the textures have between the very good looking OGL and the mediocre D3D too (look at the roof and the wall) as D3D doesnt use the high res textures on my GF2
 
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Freon

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Jan 27, 2002
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zeep, d3d is not bugged, his new option darken the world textures and not the skin ones (used on meshes and player models). in a map like kazak you can't tell the difference. on a dark map, or in a map with lots of decos (mines ;)) it really stands out

ps: with vbulletin you can attach 2 pics in the same post ;)
 

FieldMedic

Less good UT Player ever
Aug 30, 2001
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Freon said:
zeep, d3d is not bugged, his new option darken the world textures and not the skin ones (used on meshes and player models). in a map like kazak you can't tell the difference. on a dark map, or in a map with lots of decos (mines ;)) it really stands out

ps: with vbulletin you can attach 2 pics in the same post ;)


I thought it was the same as the previous version of BU forum , i will know it for the next time.

For the texture brightness difference between worlds and skins , i didnt notice a big difference in UT default maps textures with UT default models textures that could make my eyes to see better the models in the maps.

I didnt reinstall INF or Thievery to check if the difference is more visible (it will be good to see a screenshot of the problem as i will not reinstall INF before 2.9 now)
 

Annihilus88

New Member
Jun 27, 2003
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Thanks field medic! That is exactly what i was trying to explain. If you check out dm-crane you REALLY see the problem. Looks totally out of whack. Hope chris can fix this...I hope.
 

Alpha_9

Infiltration lead level designer
Jun 1, 2000
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In tests I did with some 2.9 maps it appears to me all this does is darken the lighting a whole bunch (except for meshes as Freon has pointed out). Road To Kandahar for instance looks like a dusk map rather than a day map now. And if I increase the brightness level, the contrast looks way off. I never run in D3D, but if this is how it looks in that, I'm not missing anything. :p