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Rendering differences between Unrealed and Unreal (Read 1570 times)
Hellkeeper
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Rendering differences between Unrealed and Unreal
08/25/10 at 17:59:49
 
I am very disappointed by my latest project though it is only about 15% finished. What frustrates me is that it's the first time I see such a blatant inconsistency between Unrealed and Unreal

This is my scene in the editor :
...

And this is the broken thing I have in the game :
...

Though the screenshots are made in Software mod in UnrealEd and OpenGl in the game, the scene is still perfect in any UnrealEd renderer and still broken in any in-game rendering. I thought they were the same ! Many rebuilds were done, some with varying parameters. I have tried several tricks, such as brightcorners, which anihilate my lightning in UnrealEd and doesn't do anything in Unreal.

I have no idea how to fix this, and this map already had major lightning problems in all the aeras I previously worked, but these problems were constitent in both the game and the editor.

Maybe it's because of the absolutely awful geometry I have been toying with lately :
...

but still, such horrors never occured before. Moreover, realtime in-engine preview is a major feature of Unreal and differences this big completely undermines it.

I have no clue as to what I may try to correct this. All the other problems i had with lighting could be corrected by minimum reworking of the surrounding geometry, but in this case, even a huge overhaul of the aera did nothing :s

Any idea or explanation would be nice. Sad
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« Last Edit: 08/25/10 at 18:16:19 by Hellkeeper »  
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GreatEmerald
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Re: Rendering differences between Unrealed and Unreal
Reply #1 - 08/25/10 at 19:55:41
 
Gosh, so many solids Cheesy But it seems that the issue is that your lights are too close to the surfaces. Try moving them further or making them dynamic.
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Hellkeeper
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Re: Rendering differences between Unrealed and Unreal
Reply #2 - 08/25/10 at 19:57:39
 
GreatEmerald wrote on 08/25/10 at 19:55:41:
Gosh, so many solids Cheesy But it seems that the issue is that your lights are too close to the surfaces. Try moving them further or making them dynamic.


No, it's not that. That's easy to spot, but 1) it works in the editor, and 2) this part of the level was completed some times ago, and it suddenly broke his afternoon. Undecided
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Turboman
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Re: Rendering differences between Unrealed and Unreal
Reply #3 - 08/25/10 at 20:50:55
 
wow, thats quite a difference, i've never had such an issue, in my case unrealed to unreal has always been consistent.

since you have already tried every renderer ingame, i can't suggest anything else, maybe tried deleting your unreal.ini and allowing it to reset to defaults?
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Hellkeeper
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Re: Rendering differences between Unrealed and Unreal
Reply #4 - 08/25/10 at 21:23:56
 
Doesn't work either. I guess it comes from the BSP itself and the unholy BSP cuts from outer space in the entier stuff. Angry
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« Last Edit: 08/25/10 at 21:32:36 by Hellkeeper »  
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Turboman
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Re: Rendering differences between Unrealed and Unreal
Reply #5 - 08/25/10 at 21:53:16
 
but that shouldnt explain why the editor shows it up properly, usually when the bsp messes up, shouldnt it be visible all over the editor?

anyway if that fails, maybe consider using 227 staticmeshes Wink
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Hellkeeper
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Re: Rendering differences between Unrealed and Unreal
Reply #6 - 08/25/10 at 22:34:13
 
Turboman wrote on 08/25/10 at 21:53:16:
but that shouldnt explain why the editor shows it up properly, usually when the bsp messes up, shouldnt it be visible all over the editor?

anyway if that fails, maybe consider using 227 staticmeshes Wink


I've been waiting for 227's static meshes for 11 years. As soon as it's out, I know very well what's going to be converted.

As for the difference, that's exactly what mistifies me : it's the same engine and renderer, I don't understand why it's not the same, and it's hard fixing the thing when I don't know what's causing it because I don't actually see it.
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« Last Edit: 08/25/10 at 22:34:25 by Hellkeeper »  
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Re: Rendering differences between Unrealed and Unreal
Reply #7 - 08/26/10 at 20:41:30
 
did you try deleting your ini and see if the issue stays with the default settings?

i've often messed up something ingame which caused the renderer to glitch up badly (particulary cuz unreal in opengl doesnt like ati), so i often have to find a fix by just completely resetting my settings.
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Re: Rendering differences between Unrealed and Unreal
Reply #8 - 08/26/10 at 21:03:23
 
As I said earlier, I tried, but even with the default settings, the problem is still here, whatever renderer I use.

I really think it all comes from the BSP itself. I guess what I did was just too much for the engine, so anyway, I'm dropping this project for now until I have an idea on why it does this or until I decide to rebuild the stuff completely in a completely different style.
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Re: Rendering differences between Unrealed and Unreal
Reply #9 - 08/26/10 at 21:40:27
 
I've got this same problem with light too in DM-SkaarjTrain. The light in editor work porperly but in game was same effect like without light.
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Re: Rendering differences between Unrealed and Unreal
Reply #10 - 08/26/10 at 22:38:15
 
Reminds me of the broken lighting system in UT2004. It works just fine in the editor, but is horribly broken in the game.
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Hellkeeper
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Re: Rendering differences between Unrealed and Unreal
Reply #11 - 08/26/10 at 23:44:01
 
Dozey wrote on 08/26/10 at 21:40:27:
I've got this same problem with light too in DM-SkaarjTrain. The light in editor work porperly but in game was same effect like without light.


Good to know I'm not the only one with these problems.
Still, I'm confused, as I didn't have such problems in DmExar which had much more BSP cuts (and GE : as for solids/non solids, see DmExar : they're not absolutely essentials Wink)
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