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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
OpenGL HDR
- qduaty
- OldUnreal Member
- Posts: 46
- Joined: Tue Apr 03, 2007 11:43 am
OpenGL HDR
Here: http://francetelecom.freehost.pl/files/hdr.7z No more flat surfaces, no black holes. The mechanism is tweakable, so that each texture may have different bump mapping.
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Last edited by qduaty on Thu Feb 26, 2009 3:36 pm, edited 1 time in total.
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
- スマイル・ドラゴン
- OldUnreal Member
- Posts: 1263
- Joined: Sun Feb 10, 2008 9:07 pm
Re: OpenGL HDR
Everytime I see that message, I want to shoot someone, or hack my way through to get what I want.403 forbidden.
Also, the hell is a "black hole"?
I am the dragon without a name.
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
- qduaty
- OldUnreal Member
- Posts: 46
- Joined: Tue Apr 03, 2007 11:43 am
Re: OpenGL HDR
That free hosting provider just prevents me from hotlinking images. When it sees HTTP Referrer set to oldunreal.com, it thinks I'm trying to use their resources for commercial purpose. So to see the image, it's necessary to click on the address bar, then press enter, so that the HTTP Referrer will not be sent. Sorry about that 
When talking about black holes, I meant places that Unreal engine renders 100% black due to the lack of enough light. With HDR, these places are very dark, but not totally black.
Anyway, I already found a solution: the Dispersion Pistol (one of affected actors) uses a texture named DPistol1.
When talking about black holes, I meant places that Unreal engine renders 100% black due to the lack of enough light. With HDR, these places are very dark, but not totally black.
Anyway, I already found a solution: the Dispersion Pistol (one of affected actors) uses a texture named DPistol1.
- Raven
- OldUnreal Member
- Posts: 311
- Joined: Fri Jun 10, 2005 5:10 am
- qduaty
- OldUnreal Member
- Posts: 46
- Joined: Tue Apr 03, 2007 11:43 am
Re: OpenGL HDR
I'll consider taking these screenshots again, with UseCustomShaders disabled. But if you're interested in how it would look in UT rather than Unreal, I will post UT shots soon, maybe today, maybe tomorrow. UT has different complexity of textures and requires different settings, so I don't do my test on both games at the same time.
- Shivaxi
- OldUnreal Member
- Posts: 2232
- Joined: Wed Mar 08, 2006 4:43 pm
- Mr. Minus
- OldUnreal Member
- Posts: 140
- Joined: Tue Jun 24, 2008 3:46 pm
Re: OpenGL HDR
Ok,you have me interested.How does this affect gameplay though.Not offline,online in pubs.






- DieHard SCWS
- Global Moderator
- Posts: 2064
- Joined: Sun Mar 16, 2003 11:33 pm
Re: OpenGL HDR
Wow...those screenies look amazing...
Is this going to be released soon?
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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
- Mr. Minus
- OldUnreal Member
- Posts: 140
- Joined: Tue Jun 24, 2008 3:46 pm
Re: OpenGL HDR
Lol,the ones I posted Diehard.Wow...those screenies look amazing...
Is this going to be released soon?
?? What screenies
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- qduaty
- OldUnreal Member
- Posts: 46
- Joined: Tue Apr 03, 2007 11:43 am
Re: OpenGL HDR
Raven: I did a screenshot with effects disabled: http://francetelecom.freehost.pl/files/Shot0001.JPG.zip
Shivaxi: there are still some technical problems, so don't expect this to be released soon. For example, these screenshots were taken on 224 (no API for 226/227), and I still didn't manage to lit actors with a proper light map, so that they all blink. The renderer itself has incomplete shader API and I'm not sure what functions should be exposed to UScript, and even how to do it.
Shivaxi: there are still some technical problems, so don't expect this to be released soon. For example, these screenshots were taken on 224 (no API for 226/227), and I still didn't manage to lit actors with a proper light map, so that they all blink. The renderer itself has incomplete shader API and I'm not sure what functions should be exposed to UScript, and even how to do it.
- DieHard SCWS
- Global Moderator
- Posts: 2064
- Joined: Sun Mar 16, 2003 11:33 pm
Re: OpenGL HDR
Lol,the ones I posted Diehard. ;)
No, they are not lol. And dont get me wrong, i did see your screenies
But the post from Shivaxi was before you posted your screenies, so i am still wondering what screenies Shivaxi is talking about ?
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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
- Mr. Minus
- OldUnreal Member
- Posts: 140
- Joined: Tue Jun 24, 2008 3:46 pm
Re: OpenGL HDR
Well the ones I downloaded and then hosted so ya'll could see them were from qdauty so damn if I know??????????Lol,the ones I posted Diehard. ;)
No, they are not lol. And dont get me wrong, i did see your screenies
But the post from Shivaxi was before you posted your screenies, so i am still wondering what screenies Shivaxi is talking about ?
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- DieHard SCWS
- Global Moderator
- Posts: 2064
- Joined: Sun Mar 16, 2003 11:33 pm
Re: OpenGL HDR
I asume there may have been a link in previous posts that isnt there anymore, and i asume you got it from that link. So i asume you reposted the pictures from the link thats gone now, and than i asume your pictures are indeed the pictures Shivaxi is telling about 
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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
- Mr. Minus
- OldUnreal Member
- Posts: 140
- Joined: Tue Jun 24, 2008 3:46 pm
Re: OpenGL HDR
Rofl,you turd.Good one.You assume wrong though.The screenshots Shivaxi was reffering to are the ones I hosted. ;)
EDIT:Yes,Shivaxi was talkin about those screens.Ooops. 8-)
EDIT:Yes,Shivaxi was talkin about those screens.Ooops. 8-)
Last edited by Mr. Minus on Thu Feb 26, 2009 10:08 pm, edited 1 time in total.
- DieHard SCWS
- Global Moderator
- Posts: 2064
- Joined: Sun Mar 16, 2003 11:33 pm
Re: OpenGL HDR
Well i just got of guard because Shivaxi was refering to pictures(which must have been in a post above him). But since you posted those exact pictures than that subject is closed lol.
And lets get back to topic again.
It looks cool
Looking forward to a final realease. Or release a beta, so we can have a look ourselves ingame !
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And lets get back to topic again.
It looks cool
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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
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Jâçkrâßßit
Re: OpenGL HDR
judging by those pictures i'm definitly interested in this..
will try it out when I get home :)
so from what I understand, you can manually assign custom bumpmaps to any particular texture? If done right, a collection of bumpmaps for different surface types (wood, metal, ect.) could be applied to each of those material textures.
will try it out when I get home :)
so from what I understand, you can manually assign custom bumpmaps to any particular texture? If done right, a collection of bumpmaps for different surface types (wood, metal, ect.) could be applied to each of those material textures.
Last edited by Jâçkrâßßit on Thu Feb 26, 2009 11:37 pm, edited 1 time in total.
- qduaty
- OldUnreal Member
- Posts: 46
- Joined: Tue Apr 03, 2007 11:43 am
Re: OpenGL HDR
These bump maps are generated on the fly, for each surface rather than texture. Base bump data comes from the main texture (S3TC give more detail than legacy), then the detail texture, if any, is converted into additional layer of the normal map. I believe any true GL 2.0 card can handle it.
For that you're talkin' about, BumpMap attribute for a texture would be set in the package, and the bump map itself would be DXT5, which is rather hard due to no support for them in the engine. So, maybe I should implement DDS support?
For that you're talkin' about, BumpMap attribute for a texture would be set in the package, and the bump map itself would be DXT5, which is rather hard due to no support for them in the engine. So, maybe I should implement DDS support?
- DieHard SCWS
- Global Moderator
- Posts: 2064
- Joined: Sun Mar 16, 2003 11:33 pm
Re: OpenGL HDR
and the bump map itself would be DXT5
I am not certain about this remark, but i recall Unreal does support DXT5. Tried to look it up on this forum but couldnt find it. But i remember we had talk about it because DXT5 enables you to safe 256 shades of grey in the Alpha channel, while DXT3 only supports 16 shades if correct.
edit: I found the pages involved: S3TC packer tool
According to Smiftsch it is possible to use DXT5 (and if not, you could ask him to make sure its implemented in 227
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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
- Mr. Minus
- OldUnreal Member
- Posts: 140
- Joined: Tue Jun 24, 2008 3:46 pm
Re: OpenGL HDR
Short answer to my question.USELESSOk,you have me interested.How does this affect gameplay though.Not offline,online in pubs.
My opinion:Who cares about this crap unless it's vital ingame info?
Too much time spent on irrelevant BS while the game itself dies a lil more everyday.
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Jâçkrâßßit
Re: OpenGL HDR
your entitled to your own opinion, but I completely disagree. I don't disagree that this probably wont help the online community, but I can't agree that this is "useless" in any shape or form. It improves the visual quality of the game which is something that all can (or cannot) enjoy depending on their hardware. Comming here and calling it useless isn't going to make people do stuff to improve the online community. All its going to do is put down the people who work so hard on their own personal projects for Unreal... BECAUSE THEY CAN.
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: OpenGL HDR
Woah! That looks really good! Wish that could be done for UT2004 too, hmm...
I wonder how you decide which textures have what material? Maybe the same way it would be possible to implement footstep sounds and footprints?
I wonder how you decide which textures have what material? Maybe the same way it would be possible to implement footstep sounds and footprints?
- スマイル・ドラゴン
- OldUnreal Member
- Posts: 1263
- Joined: Sun Feb 10, 2008 9:07 pm
Re: OpenGL HDR
The screenshots I just saw, it's as if this HDR is supporting actual fog... Or is it? I really need some actual distance fog in Unreal, performance fog that prevents rendering anything beyond or within the fog, or whatever.
I am the dragon without a name.
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
- Raven
- OldUnreal Member
- Posts: 311
- Joined: Fri Jun 10, 2005 5:10 am
Re: OpenGL HDR
Distance fog is very easy to code with OpenGL/D3D the problem is with translucent/modulated surfaces - you have to change it's color to black/gray in function where blending is performed. Also distance fog sometimes makes meshes (or was it LodMeshes) flickers in distance.
You might add custom bump map support. If BumpMap variable isn't usable then just load dds (or bmp) from defined location with same name as texture. It shouldn't be too hard but will be useful.
You might add custom bump map support. If BumpMap variable isn't usable then just load dds (or bmp) from defined location with same name as texture. It shouldn't be too hard but will be useful.
Last edited by Raven on Fri Feb 27, 2009 3:18 pm, edited 1 time in total.

- Mr. Minus
- OldUnreal Member
- Posts: 140
- Joined: Tue Jun 24, 2008 3:46 pm
Re: OpenGL HDR
I might respect your opinion if it weren't for the "fact" that you are known not only to cause trouble on servers you frequent but also attack them if they are vulnerable in any way.your entitled to your own opinion, but I completely disagree. I don't disagree that this probably wont help the online community, but I can't agree that this is "useless" in any shape or form. It improves the visual quality of the game which is something that all can (or cannot) enjoy depending on their hardware. Comming here and calling it useless isn't going to make people do stuff to improve the online community. All its going to do is put down the people who work so hard on their own personal projects for Unreal... BECAUSE THEY CAN.
You can say no,liar,etc.,but this is fact.
Ask Glen,ask Dan,ask almost all server admins.
If I came across harsh to the thread starter,I apologize.
I can be abrasive sometimes,didn't mean to.
As far as people like you jackrabbit even being allowed to have a say or even for that matter being allowed to participate here is beyond me.You are part of the problem.
With that being said I bid this site farewell.






