Negative, if client side. All you need is to download, replace the old textures and set UseS3TC to true.Now I'll try to have an eye to the S3TC textures (from what you said it looks hard stuff to install properly tho).
Negative, if client side. All you need is to download, replace the old textures and set UseS3TC to true.Now I'll try to have an eye to the S3TC textures (from what you said it looks hard stuff to install properly tho).
Anyone here who runs UT on an ATI 4850 512 mb dd3 ?
Which are your D3D9 settings? It seems the shadow parts, in my game, are really washed out/too dark.
[D3D9Drv.D3D9RenderDevice]
ZRangeHack=True
NoAATiles=True
NumAASamples=8
UseAA=True
RequestHighResolutionZ=True
UseSoftwareVertexProcessing=False
UsePureDevice=False
UseTripleBuffering=True
MaskedTextureHack=True
SmoothMaskedTextures=False
SceneNodeHack=True
FrameRateLimit=160
SwapInterval=0
UseFragmentProgram=True
UseVertexProgram=True
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
CacheStaticMaps=False
UseTexPool=True
UseTexIdPool=True
UseSSE2=True
UseSSE=True
BufferTileQuads=True
BufferClippedActorTris=True
SinglePassDetail=False
SinglePassFog=True
ColorizeDetailTextures=False
DetailClipping=False
UseDetailAlpha=True
DetailMax=2
RefreshRate=75
MaxTMUnits=0
NoFiltering=False
MaxAnisotropy=16
Use565Textures=False
Use16BitTextures=False
UseS3TC=True
UseAlphaPalette=True
UseTrilinear=True
UsePrecache=True
UsePalette=True
UseMultiTexture=True
MaxLogTextureSize=8
MinLogTextureSize=0
MaxLogVOverU=8
MaxLogUOverV=8
OneXBlending=False
GammaCorrectScreenshots=False
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
LODBias=-0.500000
DetailTextures=True
DescFlags=0
Description=ATI Radeon HD 4850
HighDetailActors=True
Coronas=True
ShinySurfaces=True
VolumetricLighting=True
That's easy. Open your UnrealTournament.ini.Hey guys. How would one play the game at a widescreen resolution?
My native rez for this LCD is 1680x1050. I can set it this high in ut.ini, however the game looks very tall. Also the crosshair is blurry because it's double it's size.
Anyone know of any fixes for these? I know I've seen a couple of 1680x1050 screenshots over at clanbase, so obviously someone has a fix at least for the crosshair problem.
If there is a fix for either D3D8 or OpenGL, both are fine for me.
I wouldn't know about a high-rez crosshair fix, since currently I game at 1024x768. (I have an old CRT monitor that will likely finally get retired in favor of a LCD this spring or summer.)Dark Pulse, please thoroughly re-read Malevol3nt's post. Your reply does not address the crosshair issue, which I also have, and I can tell you those values are what are set in my UT ini.
From what i read here, i could easelly make S3TC versions of the default crosshairs.
Am i correct to say that the Default crosshairs for UT are to found in the Botpack -->Icons group ? Or are they located in a different location, if so please tell me where i can find them so i can turn them S3TC.
Give me a couple a days to come up with something.
Of course i could finish up the S3TC package, that wont be a too big problem, but how to go from there i have no clue. But seeing my test i start to suspect that the S3TC packages may only react to the DrawScale function for a certain texture to the surface its sitting on. And since its not sitting on a surface (e.g. dangling in midair) it cant do the proper calculation while its being rendered on the spot.
simulated function DrawCrossHair( canvas Canvas, int X, int Y)
{
local float XScale, PickDiff;
local float XLength;
local texture T;
if (Crosshair>=CrosshairCount) Return;
if ( Canvas.ClipX < 512 )
XScale = 0.5;
else
XScale = FMax(1, int(0.1 + Canvas.ClipX/640.0));
PickDiff = Level.TimeSeconds - PickupTime;
if ( PickDiff < 0.4 )
{
if ( PickDiff < 0.2 )
XScale *= (1 + 5 * PickDiff);
else
XScale *= (3 - 5 * PickDiff);
}
XLength = XScale * 64.0;
Canvas.bNoSmooth = False;
if ( PlayerOwner.Handedness == -1 )
Canvas.SetPos(0.503 * (Canvas.ClipX - XLength), 0.504 * (Canvas.ClipY - XLength));
else if ( PlayerOwner.Handedness == 1 )
Canvas.SetPos(0.497 * (Canvas.ClipX - XLength), 0.496 * (Canvas.ClipY - XLength));
else
Canvas.SetPos(0.5 * (Canvas.ClipX - XLength), 0.5 * (Canvas.ClipY - XLength));
Canvas.Style = ERenderStyle.STY_Translucent;
Canvas.DrawColor = 15 * CrosshairColor;
T = CrossHairTextures[Crosshair];
if( T == None )
T = LoadCrosshair(Crosshair);
Canvas.DrawTile(T, XLength, XLength, 0, 0, 64, 64);
Canvas.bNoSmooth = True;
Canvas.Style = Style;
}
Why doesn't the UT crosshair behave like the Unreal crosshair at high resolutions? It's like the Unreal one is just mapped to a fixed number of pixels, so it always looks very sharp.
You mean this ? How do you use it exactly ?