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hd textures and multitexturing

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SolivaN
OldUnreal Member
Posts: 22
Joined: Sun Sep 14, 2014 11:22 pm

hd textures and multitexturing

Post by SolivaN »

hi there

i've noticed that hd textures don't have multitexturing
like Apnlx4 texture from Starship.utx used on IsvKran4.unr map

the og texture looks like this
Image
og ingame unreal 2.27k xopengl (looks fine)
Image
og ingame unreal 2.26 3dfx (looks outstanding)
Image

the s3tc look like this (neural upscaling? 🤔)
Image
the s3tc ingame unreal 2.27k xopengl
Image

and the hd remaster 4.0.1 looks like this (looks very very plain and washed out 🤢)
Image
the hd remaster ingame unreal 2.27k xopengl
Image


seems the s3tc and hd remaster "forces a simulated and static multitexture", thats very ugly, and loses all the nice fading effect when you get close or far from those textures.
for other hand, seems all "global multitexturing" effects have been lost when we use any hd texture mod?

those hd textures (s3tc and hd remaster) are the unique that i know until now
anybody know another hd mod project that maintain the nice multitexturing effects?
is possible to do that?
i have a bad feeling about remastering textures makes all the multitexturing effects cannot be used
i hope not! 😫

cheers.
glarennert
Posts: 1
Joined: Mon Aug 18, 2025 2:36 pm

Re: hd textures and multitexturing

Post by glarennert »

Hey, just chiming in, first post here but i have worked quite a bit with unreal's old render pipeline and texture handling

What you're seeing with the s3tc and HD remaster packs is pretty much expected behavior. HD texture mods (those ones using neural upscaling) tend to override the original texture flags and compositing behavior. The loss of dynamic multitexturing, like fading, glow masks, distance-based blending, etc. usually happens when the new textures are imported without correctly replicating the multi-pass shader tricks used in the original .utx packages. The 3dfx renderers like Glide and early 3.x D3D/OpenGL used to rely on those quite heavily

If you want to preserve multitexture effects with HD packs, you’d have to re-import the HD textures into a new .utx using the same properties as the originals: Masked, Modulated, Unlit, Translucent, sometimes even using detail textures in the Detail slot or MacroTexture blending flags

There’s no known project I’m aware of that retains these automatically, most modders just overwrite. You could try doing a manual rebuild of the .utx from Starship.utx and inject your upscaled versions using the same texture names and flags, then reload it in UnrealEd to verify

If you’re curious I can dig up some of my old notes on preserving multitexture layering, had similar issues in DasaCellars and Bluff

Hope that helps

Cheers
Lately I’ve been really into testing different strategies on aviator demo mostbet since it lets me practice risk-free and then apply the tactics in real play.
User avatar
SolivaN
OldUnreal Member
Posts: 22
Joined: Sun Sep 14, 2014 11:22 pm

Re: hd textures and multitexturing

Post by SolivaN »

many thanks glarennert for the explanation! i appreciate it a lot thumbsup
yes please! can you assist me to learn how i can manage to apply the multitexture effect?
i want to apply the multitexture effect to all textures! because now while I'm playing, i noticed that all multitexture stuff gone! :'( if i use any hd multitexture packs (s3tc or hd).
so, i think it will be very nice to look those hd packs (both, s3tc and hd) with multitexture effects!

i never made any mod for unreal, but i want to learn how to do this now.
cheers! U_On U_Off

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