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Mang Nux

New Member
Sep 14, 2010
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In the Unreal Tournament forum I see a thread called "Tweak UT graphics/sound to the max". Is there a version here for Unreal? I can't see it. I want to enhance it with a better renderer and textures, but I'm not sure where to start. I also need some clarification on some of the settings in the Preferences menu.
 

Mang Nux

New Member
Sep 14, 2010
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It's looking very good. The new textures might take some getting used to. They change the feel of the game quite a bit in some areas.

The missing Return to Na Pali is the biggest problem. Is there any ETA for the fix to bring it back?
 

Iron_Ian

New Member
Sep 3, 2005
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It's looking very good. The new textures might take some getting used to. They change the feel of the game quite a bit in some areas.

The missing Return to Na Pali is the biggest problem. Is there any ETA for the fix to bring it back?

I don't have a link offhand but if you search around there is a modified Upak.u file that makes it compatible with 227F for the time being. There is planned to be an Unreal Gold/Anthology Patch that adds Upak support with the release of 227G.
 
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Mang Nux

New Member
Sep 14, 2010
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Here's an issue:

jaUQ4.jpg


How do you cure this?

And some blood is doing the same thing:

I3Hri.jpg
 
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Delacroix

Successor of Almarion
Jan 12, 2006
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Warsaw, PL
You do some additional textures, supply them to DieHard so that he can complete the package. There is no other way.
 

Mang Nux

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Sep 14, 2010
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You do some additional textures, supply them to DieHard so that he can complete the package. There is no other way.

Oh, so it's just because those particular textures haven't been replaced?

I wish I could help, but I don't know the first thing about making textures, or any custom content for that matter. :(
 

Delacroix

Successor of Almarion
Jan 12, 2006
811
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41
Warsaw, PL
Oh, and make sure you use ExtremeEnd instead of HighEnd packages where applicable. The difference is striking.
 

Freddie

Member
Mar 21, 2008
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Arlington, Virginia
Mang Nux,

The textures are a work in progress by DieHard. He runs the site from which you downloaded the textures. You can peruse that site for more comments about the retexturing project.

DieHard has much work remaining. You'll see old textures mixed together with the new textures in the Unreal game. I don't know for sure to what extend DieHard is finished, but I would guess he's maybe 50% done. Maybe DieHard can provide some idea where the project stands. He keeps up with comments on these forums.

Freddy
 

Diehard

New Member
Hi,

The first screenshot is probably the best example from the worst combination of normal and S3TC textures. In this case the background(high res) differs from the texture having an animated bloodstain(low res) on it.

This is not something that can be solved easelly and certainly not by my hand. I already made the S3TC version for that texture, but it cannot be implemented in Unreal because Unreal cannot handle procedural S3TC textures. The only way to solve this is, is having it fixed in 227. And i still need to adress the issue to Smirftsch as it causes problems on all procedural textures.


The second screenshot where theres a noticable split between the blood and and the surrounding textures is the fault of the original mapper(Cliff Bleszinski). He simply misaligned the bloodstain texture by making it go offset from the middle. So its really a mappersfault and is also visible if you use the low res textures. The S3TC textures make it more visible because you dont see the blurred textures anymore that "hide" the misalignent.


I cannot fix that, because if i would repair it, than the texture would get misaligned on maps where its not misaligned. The only way to fix this is to re-release the map under a different name. Its similar to the problem where the holo screens are mirrored. This too was done by the mappers, but of course there is no blame there because backtan no-one could anticipate that the screens would be readable 10 years in the future.


So the second is unsolvabele and already present with normal textures. The first might be solvable with an updated engine through the 227 patch.
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Diehard

New Member
Thanks for the explanations guys.


No problem :)



I don't know for sure to what extend DieHard is finished, but I would guess he's maybe 50% done. Maybe DieHard can provide some idea where the project stands.

After the release of DecayedS i estimate that about 56% must be done now. And i base that on a crude calculation by simply compare the normal packages that have been done minus the ones that still needs to be done. Its 45 Mb versus 35 Mb so 56% versus 44%.

UT might differ there because i made alot more updates for those, but than again, UT also has alot more different packages. So even though there are lots more updates, the amount might drop well below 50%.
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