Page 2 of 4

Re: OpenGL HDR

Posted: Fri Feb 27, 2009 3:58 pm
by スマイル・ドラゴン
With that being said I bid this site farewell.
What in the name of hell...? Okay then.

Re: OpenGL HDR

Posted: Fri Feb 27, 2009 4:40 pm
by Shivaxi
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.


{...}
This is where I saw the screenies Diehard. I just clicked that link and they downloaded in a .zip file :P

Re: OpenGL HDR

Posted: Fri Feb 27, 2009 4:49 pm
by GreatEmerald
Simply put: all new content for Unreal is good. Even the fact that someone attempts to make improvements to Unreal is by itself a good thing. You're not required to use it, but people who like it (and I'm sure there are lots) will use it.

Re: OpenGL HDR

Posted: Fri Feb 27, 2009 5:17 pm
by DieHard SCWS
This is where I saw the screenies Diehard. I just clicked that link and they downloaded in a .zip file :P
Ah, finally, that solved it lol, i downloaded the file for the site but didnt look inside it :-[

Simply put: all new content for Unreal is good. Even the fact that someone attempts to make improvements to Unreal is by itself a good thing. You're not required to use it, but people who like it (and I'm sure there are lots) will use it.

I second that, and ill add, regardless the outcome, you gotta apreciate the effort being put in such a thing :)
.
.
.

Re: OpenGL HDR

Posted: Fri Feb 27, 2009 6:56 pm
by qduaty
DieHard: It's possible for a renderer to ignore DXT1 flag and always load bump maps as DXT5.

OldTurd: I plan to organize some LAN sessions with UT, and now I'm playing with shaders in my spare time. Since I didn't ever do anything in GL, it has an educational value. And Unreal is a good material to play with, because it's a beautiful game, especially with the new DieHard's textures. So I don't need to get accepted, I'll do it regardless.

GreatEmerald: the artist is the key, not a texture. All textures are consistent, because a single person maintains them. There is a big difference between legacy and DieHard's textures, but only a little between a wall and a floor.

[ch12462][ch12540][ch12464]: call it a mist, not a fog. It's a purely visual effect, to enlight darkest areas. And I cannot work on that you say, since my graphic card is 20 times faster than CPU, and I won't notice any difference due to distance clipping. Apart from it, there's a software per-vertex processing in the engine, which can be changed by Smirftsch. Ask him.

Raven: dds support can be independent from the BumpMap variable, so that first the renderer looks for a DDS override, then it examines BumpMap, and finally falls back to procedural bump mapping, if the texture is not present on its exclusion list.

Re: OpenGL HDR

Posted: Fri Feb 27, 2009 7:06 pm
by Raven
I was thinking maybe you could add some sort of additional list (simple xml/txt file or in floder like package/group/texture.dds) to link textures and bump maps (additional to BumpMap variable). You see - current textures can not be edited (like modified BumpMap property) since it changes GUID. And this way predefined bump maps could be done as addition to URP.

Re: OpenGL HDR

Posted: Fri Feb 27, 2009 7:09 pm
by スマイル・ドラゴン
call it a mist, not a fog. It's a purely visual effect, to enlight darkest areas. And I cannot work on that you say, since my graphic card is 20 times faster than CPU, and I won't notice any difference due to distance clipping. Apart from it, there's a software per-vertex processing in the engine, which can be changed by Smirftsch. Ask him.
Either I have a serious problem, something in 227e is not working properly, (WHEN THE HELL AM I SUPPOSED TO GET 227F OR SOMETHING!?) or something isn't doing ANYTHING properly. If I ever try to do some actual thick fog, Unreal either goes down to 15 FPS or worse. I could have the strongest GeForce on the market, SLI'd, best motherboard on the market too, and best Intel quad core CPU on the market.. I bet I'll still have a horrible framerate even with a mosnter of a PC like that... Oh and to top it off, I have 2 GIG's of RAM... I could have 4 GIG's of the fastest, and best RAM available on the market and I bet even that wont make a dammed difference whatsoever.


If anything, ANYTHING graphical that's processor intensive, done in software where as, it can be done JUST AS EASILY hardware, it needs to be DONE on hardware, like right now... I have enough CPU load already trying to play Gameboy Advance .GSF files in Winamp with Unreal running and including UnrealED.

Re: OpenGL HDR

Posted: Fri Feb 27, 2009 7:23 pm
by qduaty
Raven: Textures in Unreal are unable to change alpha unless they are masked, so they all can be safely loaded from DDS files. The scheme could be like this: you have a texture named, for example, TheChosenOne.Wall1. The bump map would be called TheChosenOne.Wall1_BUMP.dds and loaded from a disk. This scheme does not require any special mapping. You provide all vulnerable values in the package (which must match the GUID in order to play online), and the player, if they want to, downloads high-quality DDS textures and puts them into a subdirectory, so that the renderer could override them.

[ch12462][ch12540][ch12464]: It's strange. Fog maps are blended with lit textures, so they should not affect your framerate. Unlike my fog (or mist) , which is processed in the vertex shader, they are just textures, no more, no less. But if they indeed affect your FPS, just wait for my renderer to be released so that you will just use URenderDevice::Exec("setUniform mist 250.") or something like this in your script.

Re: OpenGL HDR

Posted: Fri Feb 27, 2009 7:39 pm
by []KAOS[]Casey
Yes but how would you override procedural textures? like fire effects, ice textures etc.

Fog in unreal is slowish, but not as slow as a lot of BSP rendering, which is why distance fog/rendering distance limits would be nice..


Re: OpenGL HDR

Posted: Fri Feb 27, 2009 7:44 pm
by qduaty
Currently I disabled bump mapping for all textures which have "Fire." in their name. If these are procedural textures you say, they can be overridden with a parametrized shader. Edit: of course, you can load that shader from a file, it does not have to be hardcoded.

Re: OpenGL HDR

Posted: Fri Feb 27, 2009 8:26 pm
by GreatEmerald
Raven: Textures in Unreal are unable to change alpha unless they are masked, so they all can be safely loaded from DDS files. The scheme could be like this: you have a texture named, for example, TheChosenOne.Wall1. The bump map would be called TheChosenOne.Wall1_BUMP.dds and loaded from a disk. This scheme does not require any special mapping. You provide all vulnerable values in the package (which must match the GUID in order to play online), and the player, if they want to, downloads high-quality DDS textures and puts them into a subdirectory, so that the renderer could override them.
But you still need some additional code to make it work, right? Either way, that sounds a good thing to add to URP texture packages!

Re: OpenGL HDR

Posted: Fri Feb 27, 2009 9:09 pm
by DieHard SCWS
Unfortunatelly nothing can be added to the packages with the current tools. If we add something than the GUID will be messed up creating online conflicts. The current tool is only capable of switching out certain data, it doesnt add anything.
.
.
.

Re: OpenGL HDR

Posted: Fri Feb 27, 2009 10:35 pm
by スマイル・ドラゴン
There should be developer\debug tool that let's you add or remove things from packages without modifying GUID, just like conforming almost, but without the "hassle".

Re: OpenGL HDR

Posted: Fri Feb 27, 2009 11:06 pm
by .:..:
You can add textures to a package AND have the GUID changed without having online missmatches.

Re: OpenGL HDR

Posted: Sat Feb 28, 2009 6:33 pm
by qduaty
Both games (Unreal 224 and UT 432) are now playable with the modified UTGLR, so I am likely to release it. However, there are some issues, and I will need some help from other developers. So, feel free to give me advices, or code patches ;)

1. Actors are rendered as Gouraud polygons instead of surfaces, and a different set of functions deals with them. They seem to omit the vertex shader, so that the fragment program receives bad lightmap coordinates. I had to add all skins to the list of exclusions, and they now have no bump mapping.

2. Textures can look much better, if they are assigned material-specific bump mapping settings. The framework already works. A list of textures is dumped to the log on Unreal exit, settings can be changed with keyboard and stored to a file, but there is no way to determine, in an automated way, to which texture they apply. OpenGL picking is required, and I don't know how to use it in UTGLR.

3. UT menus don't flush GL processing pipeline, so that they don't receive new shader uniform variables. Usually, they require pressing ESC 3 times to be properly shown. Also, fog is disabled in UT.

4. Other things that were discussed here, are not implemented.

Re: OpenGL HDR

Posted: Sat Feb 28, 2009 9:35 pm
by .:..:
How about making 1 build for Unreal Gold (http://www.oldunreal.com/sources/UnrealGoldPubSrc.zip) aswell?

Re: OpenGL HDR

Posted: Sun Mar 01, 2009 10:23 am
by qduaty
Lol I know where the headers are, I just have no suitable game installation to test it :) However, I have seen a torrent version, so it's theoretically possible.

Re: OpenGL HDR

Posted: Sun Mar 01, 2009 11:46 am
by GreatEmerald
You can always get Unreal Anthology.

Re: OpenGL HDR

Posted: Wed Mar 04, 2009 7:54 pm
by qduaty
I prepared a technical preview of GL 2.0 shading. Current build provides bump mapping, specular lighting, distance fog and wider dynamic range (not yet HDR, but still). Per-texture setup is also available, with some examples in the configuration file.

Don't forget to enable shaders with the option "CustomShaders" of OpenGLDrv.OpenGLRenderDevice.

Two versions are available: UGold and UT 432.

Click here: http://francetelecom.freehost.pl/files/UTGLR.7z

Re: OpenGL HDR

Posted: Wed Mar 04, 2009 8:03 pm
by []KAOS[]Casey
Log: Opened viewport
Warning: Failed to load 'opengldrv': Can't find file for package 'opengldrv'
Warning: Failed to load 'Class opengldrv.openglRenderDevice': Can't find file for package 'opengldrv'
Warning: Can't find file for package 'opengldrv'
Warning: Can't find file for package 'opengldrv'
Log: Bound to SoftDrv.dll

hmm..

this is in gold

btw: can you provide me the source so I can try to get smirf to build into 227 as a test build? I really want to test this distance fog

Re: OpenGL HDR

Posted: Wed Mar 04, 2009 9:02 pm
by GreatEmerald
It's UTGLR ;) Use it with UT.

Re: OpenGL HDR

Posted: Wed Mar 04, 2009 9:04 pm
by []KAOS[]Casey
hard to do when you have 436 installed and your CD drive BSODs your computer.. :p

Re: OpenGL HDR

Posted: Wed Mar 04, 2009 9:49 pm
by Raven
Unusable :( in my case. With CustomShaders set to true it produces:

Code: Select all

Log: CRITICAL: Program linking failed:
Ver


in windowed mode. Returns absolutely no error - just shut downs UT - in fullscreen mode. With option disabled when you try to go from windowed mode to fullscreen you have nice little GPF:

Code: Select all

Log: AttemptFullscreen
Log: Textures with default settings:
Critical: UWindowsViewport::TryRenderDevice
Critical: UWindowsViewport::ToggleFullscreen
Critical: WM_KEYDOWN
Critical: UWindowsViewport::ViewportWndProc
Critical: WWindow::StaticProc
Critical: DispatchMessage
Critical: 00350574 260
Critical: MessagePump
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UOpenGLRenderDevice::ShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 03/04/09 22:46:05
It happens every time on all copies of UT (patched 436 and GOTY). Dunno what's the problem since my gfx has full GL 2.0 and D3D9 support (GeForce 7300GT). I can run OpenGL based games (such as Doom 3/Q4). My config is:

Code: Select all

[OpenGLDrv.OpenGLRenderDevice]
UseVSync=True
RefreshRate=85
DetailTextures=True
UseTrilinear=True
UseS3TC=True
UseTNT=False
LODBias=-1.000000
UseMultiTexture=True
UsePalette=True
UseAlphaPalette=True
Translucency=1
VolumetricLighting=1
ShinySurfaces=True
Coronas=True
HighDetailActors=True
MaxAnisotropy=5
AlwaysMipmap=True
UsePrecache=False
SupportsLazyTextures=0
VolumetricLighting=True
GammaOffset=0.000000
MaxLogTextureSize=2048
MinLogTextureSize=0
MaxLogVOverU=0
MaxLogUOverV=0
MaxTMUnits=0
NoFiltering=False
DisableSpecialDT=False
UseFilterSGIS=False
Use4444Textures=False
UseVertexSpecular=False
ShareLists=False
DescFlags=0
TruFormMinVertices=0
TruFormTessellation=3
UseTruForm=True
NumAASamples=2
UseAA=True
RequestHighResolutionZ=True
MaskedTextureHack=True
SwapInterval=-1
UseVertexProgram=True
UseCVA=True
UseMultiDrawArrays=True
AAFilterHint=0
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
UseTexPool=True
UseTexIdPool=True
UseSSE=True
BufferClippedActorTris=False
SinglePassDetail=True
ColorizeDetailTextures=False
DetailClipping=False
UseDetailAlpha=True
AutoGenerateMipmaps=False
UseBGRATextures=True
UseZTrick=False
GammaCorrectScreenshots=False
FrameRateLimit=0
CacheStaticMaps=False
BufferTileQuads=False
Use16BitTextures=False
OneXBlending=False
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
Description=RADEON 9200 SERIES   
ZRangeHack=False
NoAATiles=False
SmoothMaskedTextures=False
UseFragmentProgram=False
UseSSE2=True
SinglePassFog=False
DetailMax=0
NoMaskedS3TC=False
DebugDumpTextureNames=False
CustomShaders=True
UseDDSTextures=False

Re: OpenGL HDR

Posted: Wed Mar 04, 2009 10:32 pm
by qduaty

Code: Select all

Log: CRITICAL: Program linking failed:
Ver
"Ver" probably means the linker wanted to say something about vertex shader. Do you have the rest of that message?

BTW. There is a difference between GLSL 1.1 and 1.2 - in 1.1, some 1.2 warnings are treated as errors. From the other hand, if no shader is compiled, there is nothing to link into a program; thus, I will investigate all shaders for lacking dots and rebuild the UTGLR.

Re: OpenGL HDR

Posted: Wed Mar 04, 2009 10:40 pm
by Raven
nope it just ends there ? Can it be caused by wrong version of cg.dll and cggl.dll ? If you're cg you should include dll in download. I look forward to use it but it doesn't work :(.