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Bloom in UT?

Discussion in 'Original Unreal Tournament' started by Vagabond, Nov 20, 2008.

  1. Vagabond

    Vagabond Yeah, but they'd be on fire.

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    I've found something that's really caught my interest. It's a d3d9 render (supporting pixel shader 3.0 :D) from the enbseries website.http://boris-vorontsov.narod.ru

    It only works for Deus Ex, but seeing how it's an Unreal engine game, can't it be modified to work with UT? I've already posted there, but I'd like to here your thoughts on this.
     
  2. GreatEmerald

    GreatEmerald Khnumhotep

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  3. Vagabond

    Vagabond Yeah, but they'd be on fire.

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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. ****.
     
  4. GreatEmerald

    GreatEmerald Khnumhotep

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    Hello, why don't you like C. W. Dohnal's D3D9? :D
     
  5. Zur

    Zur surrealistic mad cow

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

    Vagabond Yeah, but they'd be on fire.

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    Didn't mention this before but I've already got the D3D9 renderer, just looking for a chump to help me put the shaders into UT.
     
  7. Raven

    Raven Member

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    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.
     
  8. Vagabond

    Vagabond Yeah, but they'd be on fire.

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    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:
     
    Last edited: Nov 25, 2008
  9. Vagabond

    Vagabond Yeah, but they'd be on fire.

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    Here's the first of a few files, I'll keep 'em coming. ;)
     

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  10. Vagabond

    Vagabond Yeah, but they'd be on fire.

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    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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  11. Vagabond

    Vagabond Yeah, but they'd be on fire.

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    Here's a bit from DOM-Sesmar:
     

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  12. Raven

    Raven Member

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    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?
     
  13. Vagabond

    Vagabond Yeah, but they'd be on fire.

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    All credit should go to Boris http://boris-vorontsov.narod.ru/, I just ported it from Deus Ex into UT. Nothing difficult about it, really. As far as sources go, can't say much...yet. ;)
     
  14. Zur

    Zur surrealistic mad cow

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    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.
     
  15. Raven

    Raven Member

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  16. GreatEmerald

    GreatEmerald Khnumhotep

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    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? :(
     
  17. Vagabond

    Vagabond Yeah, but they'd be on fire.

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    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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    Last edited: Nov 25, 2008
  18. keaukrine

    keaukrine New Member

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    Interesting, is it ready to use?
     
  19. Zur

    Zur surrealistic mad cow

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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.
     
  20. Vagabond

    Vagabond Yeah, but they'd be on fire.

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    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.
     
    Last edited: Nov 25, 2008

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