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Introducing Extreme End S3TC (Read 15474 times)
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Re: Introducing Extreme End S3TC
Reply #20 - 01/13/10 at 07:24:31
 
Nice work, Diehard!
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Re: Introducing Extreme End S3TC
Reply #21 - 02/10/10 at 01:50:22
 
Ok, here we go.


This update contains smaller updates in a range of packages, but if you put them all together its a pretty large update. There are also packages that could not be released before, or were withdrawn because of the procedural texture problem, and hopefully that is solved now. For Unreal and UT that aplies to HubEffects plus the UT specific XbpFX package.


In this update are also all mountains included, and they are added in various results. Of course the mountains in the SkyBox package, but also the mountains in the ShaneDay and ShaneSky packages. The last 2 needs to be said, i made those real fast, and i am not sure about the ingame quality. But since i dont have a map where they have been used properly i cannot check how they behave ingame....


Overall:
Most updates concern all kinda celestial stuff like planets, nebulas and galaxies that have been redone. And while i have a good source by the Hubble organisation for super uber high resolution photos, those nebulas are very difficult to create. The main problem is to have them blend to black without having it look artificial. And frankly those textures consumed the bigger part of the time spend. As often the textures that look the most simple, are also difficult to create.


Issues
There could be an issue with the nebulas and galaxies. The stars on the background are added the way Epic added them. But in case i get too many complains, i may update those and add the double amount of stars to them. So feel free to tell if its ok or not.


UT specific
I released a bunch of extra packages for UT to have them synchronised with the DecayedS package.


Advised use
Of course if you have a videocard that enables you to use the Extreme End versions feel free to download them all. But the whole purpose of the Extreme packages are textures that are used in large scale and simply have a need for Extreme End. And while DecayedS was good for testing ground, this update contains 3 package that all users should have in Extreme End rather than High End and those are:
SkyBox.utx
ShaneDay.utx
ShaneSky.utx


Downloads
I simply refer to this page and simply download all packages. Of course you do NOT need to download DecayedS if you already have it Smiley


UNREAL


Unreal Extreme End






UNREAL TOURNAMENT


UT Extreme End



Of course: DONT mix the games !!!




Well Smiley , enjoy Smiley
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« Last Edit: 11/09/11 at 19:14:59 by DieHard SCWS »  
 
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Re: Introducing Extreme End S3TC
Reply #22 - 02/11/10 at 18:10:01
 
Are all mirrors updated wit the latest versions of the files? (UTFiles, OldUnreal and UnrealTexture)
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« Last Edit: 02/11/10 at 22:14:29 by Hyper »  
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Re: Introducing Extreme End S3TC
Reply #23 - 02/11/10 at 23:22:59
 
Yes, all mirrors were synchronised before the update, though ut-files was a bit late, and simply lacked all files yesterday. But yeah all mirrors have the latest files.


But i still need to fix the linking on OldUnreal because they are all broken.

But OldUnreal, CelticWarriors.net and UnrealTexture are linked to the same source on UnrealTexture. So if that source is updated, than all downloads from those 3 sites have updated files.
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Re: Introducing Extreme End S3TC
Reply #24 - 02/12/10 at 00:07:36
 
Oh, forgot, the MasterFiles have NOT been updated yet, because i first want to see bugreports from people. But in 2-3 weeks if all is ok, than ill redo the MasterFiles as well on all sites.
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Re: Introducing Extreme End S3TC
Reply #25 - 02/12/10 at 00:16:38
 
nothing wrong with the textures for me so far........... they're still keeping up their job of looking good!
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Re: Introducing Extreme End S3TC
Reply #26 - 02/12/10 at 13:57:04
 
Those skybox mountains are great now. Even with quite some rifle zoom they continue to look very detailed.

The nebula indeed may need some tweaks. When I open SkyTown there is quite a visible difference between the amount of stars in the background and the stars in the nebula.

Apart from this, the nebula looks fabulous and once again very detailed.

I love this project and the ExtremeEnd stuff!
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Re: Introducing Extreme End S3TC
Reply #27 - 02/12/10 at 18:02:28
 
Yeah, i was afraid of that, and as usual the probem is, that on other maps it can look ok, and might need only a few stars like its now. It all depends on what scale is used by the mapper on the stars on the background.


But i think too that it might be a better idea to double the amount of stars so it will at least match the stock maps. Btw, and to be on the safe side, are you talking about the nebula visible in Skytown ?
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Re: Introducing Extreme End S3TC
Reply #28 - 02/13/10 at 01:30:10
 
DieHard SCWS wrote on 02/12/10 at 18:02:28:
Yeah, i was afraid of that, and as usual the probem is, that on other maps it can look ok, and might need only a few stars like its now. It all depends on what scale is used by the mapper on the stars on the background.


But i think too that it might be a better idea to double the amount of stars so it will at least match the stock maps. Btw, and to be on the safe side, are you talking about the nebula visible in Skytown ?
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Yes, skytown. the nebula up in the centre.
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Re: Introducing Extreme End S3TC
Reply #29 - 02/15/10 at 05:31:14
 
I think I came across a problem, but I'm not too sure about it:
When I was playing through Deja vu in Unreal Tournament, I noticed that most of the maps had skyboxes that had large square cloud textures visible in the sky. I'm not too sure if it's the S3TC textures or not, but I'm pretty sure that the mappers wouldn't have their maps finished with the skyboxes like that, so I'm guessing that it might be the S3TC Textures. Maybe they aren't aligned properly or something like that.
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Re: Introducing Extreme End S3TC
Reply #30 - 02/15/10 at 15:20:49
 
If correct this is a render problem, and about a year ago i contacted Chris Dohnel about it, and he agreed it is likelly a setting in the renderer.


It happens when a translucent texture is projected over a S3TC surface. And mostly it can be seen on maps where the stars are S3TC and beneath the stars are translucent clouds. Due to the error, the clouds (in this example) will disapear.


This effect is good visible in DOM-MetealDream as the blue clouds(or northern light) dissappear. In DM-Pyramid whole cloudslayers disapear.


If correct the problem is gone if you use OpenGL, since the problem only occurs in D3D8 and D3D9.  Let me know if that solved the problem, to rule out a new problem.


So try OpenGL to see if the problem is solved.
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« Last Edit: 02/15/10 at 15:22:12 by DieHard SCWS »  
 
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Re: Introducing Extreme End S3TC
Reply #31 - 02/15/10 at 16:02:25
 
oh, ok. It's definitely gotta be the renderer. I'm using D3D9.
I tried to use OpenGL, but it just doesn't want to work so well on my computer (It's Vista, by the way).
OpenGL doesn't run smooth at all. It's always very choppy and lots of weird lines appear horizontally across the screen.
I've searched everywhere to try and fix this problem, but OpenGL always seems to remain choppy.
Do you happen to know how to fix this problem?
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Re: Introducing Extreme End S3TC
Reply #32 - 02/15/10 at 17:46:56
 
Even though its choppy could you still check if OpenGL solves the problem ?


An yes, i have the same problem, i always used OpenGL, and now i have Vista its compleytelly useless. Its choppy as hell, and i have to use D3D8/9. The same happens with Photoshop, its really difficult to work with Photoshop since i have Vista. Same there, its choppy like hell, and makes it virtually impossible to paint, because the cursor behaves like its bungeejumping on a rubber band.


Btw, i do have an OpenGL problem with Unreal, but not UT, there it runs pretty ok. But at the moment i can run Unreal in OpenGL at all for whatever reason.


As for a solution or fix, i have no idea, except we both should get rid of the worthless piece if Sh@t called Vista.
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Re: Introducing Extreme End S3TC
Reply #33 - 02/15/10 at 18:25:25
 
ok, I changed my renderer to OpenGL and looked at the same Deja vu map that had the sky squares, and they were still present   Cry
I guess that it might be the textures or the mapper's mistake. I think that I will soon try to use the original textures and see what happens. I will post later about this.

As for Vista, I'm really upset that I got this. I don't even know about Windows 7. I don't really have trust in the newer Windows OS's anymore.
*sigh*  When I move out, I think I'll just get a new desktop with XP on it.

EDIT: lol, I just saw an Alienware Area 51 on sale in Craigslist for $600,700!
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« Last Edit: 02/15/10 at 18:30:16 by -Shadow- »  

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Re: Introducing Extreme End S3TC
Reply #34 - 02/17/10 at 15:05:44
 
I *MIGHT* get a windows 7 license soon from school, but I simply HATE windows so if I get it, I could sell it to someone for like $1 or something if you need it...

Not sure if it will happen though, don't hope for it too much.
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Re: Introducing Extreme End S3TC
Reply #35 - 02/18/10 at 13:03:37
 
alright, sorry about the late post, but here are my findings about the sky squares:

I replaced all of the S3TC textures with the original ones that came with the game, and I didn't find any squares at all in the maps that I found the squares in. So it probably must be the S3TC textures........

Do you think you could rotate them or something like that so that they are aligned together properly in the sky? You probably might have to look at the map yourself and see......
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Re: Introducing Extreme End S3TC
Reply #36 - 02/20/10 at 16:48:13
 
some notes...
I started investigating this problem with the skyboxes and the border, also talked with Chris about it. I think its more related to the texture size than the fact if it is DXT or not. So if you use a 1024x1024 texture but P8 it will do the same.
Not sure yet how and if this is fixable, but will do some more testings (hopefully in the next days if my health allows me that).

As for the choppy OpenGL trouble- usually only thing that can fix it is another (newer) driver. So be sure to have the latest driver installed and that from NVIDIA or ATI directly. That should fix your problems (at least it does in most cases).
But ATI seems to have OpenGL issues with their drivers again and again, so if using ATI it's maybe best to stick with D3D8/9.
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« Last Edit: 02/20/10 at 16:48:32 by Smirftsch »  

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Re: Introducing Extreme End S3TC
Reply #37 - 02/21/10 at 00:43:51
 
Well, g_p at the UnrealTexture forums posted below screenshot, and i asume this is the same error:

...

Is this the same error, as you mentioned Shadow ? If so can you also provide the name of the map you saw it in ?


Quote:
some notes...
I started investigating this problem with the skyboxes and the border, also talked with Chris about it. I think its more related to the texture size than the fact if it is DXT or not. So if you use a 1024x1024 texture but P8 it will do the same.
Not sure yet how and if this is fixable, but will do some more testings (hopefully in the next days if my health allows me that).



To be honest its the first time ive seen this type of error, but are you now saying its also renderer dependant ? The screenshot above was taken in one of the beta maps converted by .:..:


So its dots fault really  Tongue





But no of course, but it looks kinda weird, almost if the clouds are invidual brushes where the textures have been scaled, or, that the scalling somehow is messed up (projected bigger or smaller)while its one tilable surface. Which than again results in non tiles textures. Kinda odd if you think of it lol.


Same here as for Smirftsch, my health went down the drain, and i am able to make posts, but thats pretty much it. Got too much pain and lots of other disfunctional fysics that i hardly can concentrate on anything. So real testing will have to wait till i feel at least a tiny bit more decent that i am now.


But i am glad that g_p posted that screenshot because i was gonna ask here, cause i had no clue what you were talking about Shadow. But i asume this is what you saw ?
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Re: Introducing Extreme End S3TC
Reply #38 - 02/21/10 at 18:34:02
 
yes, that's exactly what the clouds look like in the Deja vu levels, except that the lines are a lot more visible.

I saw this sky box problem for the first time in these two maps from Deja vu:

USP-05-Jaunie-Frieza
USP-06-Jaunie

There may be some other maps in Deja vu that might have this problem.
If there are any other maps out there that may have this problem, I will let you know.
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« Last Edit: 02/21/10 at 18:37:37 by -Shadow- »  

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Re: Introducing Extreme End S3TC
Reply #39 - 02/21/10 at 23:43:00
 
There is a crucial update available for Starship. The update will fix the disapeared grates in the package.



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« Last Edit: 11/09/11 at 19:19:10 by DieHard SCWS »  
 
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