DM-GreenlandEnhanced

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TerOmen

Member
Mar 24, 2000
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www.planetunreal.com
Been working on porting an old map. Here's some comparison shots. First one is the old map, second one is with the new textures.
 

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TerOmen

Member
Mar 24, 2000
186
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www.planetunreal.com
I'm running the chris opengl renderer. S3 compressed terrain and sky textures.
Going to make a U1 and UT version that should be compatible with any version of inf.

I learned a lot of new tricks with the texturing. Blending and lighting. If only ut2k4 had some sort of texture blending done in the same way as the per pixel lighting in their new engine. You could get a lot nicer and detailed looking terrains. This stuff would never work in the ut2k4 engine because of that.

The terrain textures are half the resolution of the old ones, so it looks a little blurry. Seems worth the loss though.

Of course most no one plays anymore, but theres still a few of us around. This is for you loyalists.
 
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Silver_Ibex

Member
Feb 27, 2001
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Looks good, nice that it will work with Unreal, UT, and Inf :cool:

Here are links to two deco packs that could help, check out the lowpoly trees and foliage in both, would be an interesting change from the plain old Unreal trees.

The first is a pack with low poly city street models by me and some others. It includes a real breaking glass window actor which is a must see FX.

http://www.silveribex.com/mt/archives/UnrealStreetDecorations.zip

The second is a pack of mostly interior Deus Ex models that was recently Enhanced with improved FX and fixed 2-sided polys, by DX community fans for use in DX mapping, but since it is the same file types, it can also be put to work in Unreal, UT, and Wheel of Time.
http://www.silveribex.com/mt/archives/DeusExDecorationsForUnreal.zip
 
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TerOmen

Member
Mar 24, 2000
186
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www.planetunreal.com
Just an update.

I learned how to import s3tc textures the way epic meant and it ended up just making the file sizes twice as big... You have to create two texture files, one high and one low res. Both have to be 8 bit... When you use the convert program it turns the high res 8 bit file into a 16 bit. Thus taking up about twice as much space. In game it looks the same and I get the same framerate whether I use a single 8 bit high res texture or do the s3tc trick that epic does so that people can download a low and high res texture file that are compatible with each other in network play.

So im just gonna make a single file and let people that dont run s3tc deal with the extra ram usage...

Heres some comparison shots showing a high and low res terrain texture. I know the water sucks, ill fix that. Also I added detail textures, hides a lot of the blurryness. And the map is mine, I made the original. Not interested in making a eas version though(inf gets about 2fps...). Just dm and tdm. Never done a eas map, dont know how.

edit: sorry forgot to say i'll look into that stuff you guys made Silver_Ibex, wasnt trying to be rude lol. The meshes sound perfect, good idea.
 

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UN17

Taijutsu Specialist
Dec 7, 2003
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Look into the INF Decos for some better trees. Those Unreal ones ruin your map update.
 

TerOmen

Member
Mar 24, 2000
186
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www.planetunreal.com
Anyone know how to fix masking on meshes? Its opengl, chris dohnl's I think. That or the old unreal update. Not sure which driver it is, but d3d does the same thing. Black edges instead of invisible.
 

UN17

Taijutsu Specialist
Dec 7, 2003
675
0
16
CDonohal's driver has a MaskedTextureHack that fixes the black masking problem. There's links for the proper .ini settings and a link to his page somewhere on the forums. But such an issue is client side, nothing you can do as a mapper.
 

zeep

:(
Feb 16, 2001
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UN17 said:
CDonohal's driver has a MaskedTextureHack that fixes the black masking problem. There's links for the proper .ini settings and a link to his page somewhere on the forums. But such an issue is client side, nothing you can do as a mapper.
There is something a mapper can do to 'prevent' it, but i don't know what it is. Ant surely does, i betatested a map in which he fixed it.

*pm-ed ant
 
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UN17

Taijutsu Specialist
Dec 7, 2003
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Well, the only thing I can think of is replacing a brush that uses masked textures with a static mesh. But static meshes cause problems in hit detection and they don't light up very well on the UT engine.
 

TerOmen

Member
Mar 24, 2000
186
0
16
www.planetunreal.com
Trees.
This is using the chris opengldriver. Found out I had the oldunreal driver installed before. The oldunreal driver seems to look a lot better as you can tell from the screenshots. Chris donhl driver has a faded image.

You can see from the overhead shot that it's not a good map layout for eas.
 

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ant75

aaaaaaaaaaaaaaaaa
Jan 11, 2001
1,050
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Paris
About the masked texture bug : there's indeed a problem with some inproperly imported textures on meshes. The tricky part is that the bug does not appear on all system, which makes it quite difficult to betatest (for example it never happened on my comp). The other problem is that i keep forgetting the exact process to solve it :)eek: ), so i have to re-learn it everytime i'm confronted with it (yeah i know, i should write it down for good...).
But i can tell you what i remember though : it has to do with the format of your texture before you import it. I always use bitmap, 256 colors, and if i'm not mistaken i think it has to be 8 bits too (don't forget the masked parts have to be pitch dark). You could try saving your file with MS paint before importing, i think it has to proper file properties by default. Of course, when importing don't forget to check the "masked texture" option. Sorry if i'm not of a great help, i'll try looking into it again if you don't figure it out by yourself.

ps : if the problem does not only appear on your own textures but on ALL masked textures (Inf or UT) then it's your video settings that are at fault.
 
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