Page 2 of 4

Re: Shader Model 3.0 in Unreal and UT

Posted: Fri Dec 05, 2008 3:42 pm
by Raven
It'll look horrible in some parts because bumpmaps are created on fly :). To create per-texture shaders/bump maps you'll have to check texture name and load from some location shader with exact name as texture. Or get the sources and link it with unused bumpmup variable in texture properties.

Re: Shader Model 3.0 in Unreal and UT

Posted: Fri Dec 05, 2008 4:16 pm
by HeadShot
227e and 227f: "Can't find procedureadress ?StaticConfigName@UObject@@SAPBGXZ in DLL-file Core.dll", am I missing something obvious here?
your not supposed to overwrite the d3d9.dll file (hypers instructions are off on his site)
Where is my dunce hat?

Oh there it is..

Image

EDIT: Oh btw, what setting is causing that 'fog' ?

EDIT Again: I suppose it's occulsion =P

Edit 2nd time: Jackrabbit can you send me your config? I can't get it to look as sharp and don't have time to fiddle w/ settings. ( the enb config )

Re: Shader Model 3.0 in Unreal and UT

Posted: Fri Dec 05, 2008 5:37 pm
by .:..:
227e and 227f: "Can't find procedureadress ?StaticConfigName@UObject@@SAPBGXZ in DLL-file Core.dll", am I missing something obvious here?
your not supposed to overwrite the d3d9.dll file (hypers instructions are off on his site)
I never had a d3d9.dll file in my system folder (until now).
+ I followed hyper's instructions step by step.

Edit: Correction, you meant d3d9drv.dll and not d3d9.dll

Re: Shader Model 3.0 in Unreal and UT

Posted: Fri Dec 05, 2008 5:49 pm
by DieHard SCWS
I posted a small guide at my news page:
http://www.hypercoop.tk

Thanks Hyper :)
Edit 2nd time: Jackrabbit can you send me your config? I can't get it to look as sharp and don't have time to fiddle w/ settings. ( the enb config )

And even better post such things instead of PM, so everybody can read it, thats whats a forum all about  ;)
.
.
.

Re: Shader Model 3.0 in Unreal and UT

Posted: Fri Dec 05, 2008 7:54 pm
by Jâçkrâßßit
I never had a d3d9.dll file in my system folder (until now).
you should be using the d3d9drv.dll file given from 227e. Why its not in there, I have no clue.
Edit 2nd time: Jackrabbit can you send me your config? I can't get it to look as sharp and don't have time to fiddle w/ settings. ( the enb config )
I'm using the default config parameters that came with the ini. Those pictures I shot were some of the best areas I could find (I didn't shoot them at random)


here they are anyway:

[PROXY]
EnableProxyLibrary=0
InitProxyFunctions=1
ProxyLibrary=
[GLOBAL]
UseEffect=0
AlternativeDepth=0
AllowAntialias=0
BugFixMode=0
SkipShaderOptimization=0
QuadVertexBuffer=0
AdditionalConfigFile=enbseries2.ini
EnableShaders_3_0=1
UseMRTRendering=0
[EFFECT]
EnableBloom=1
EnableOcclusion=0
EnableReflection=0
EnableMotionBlur=1
EnableWater=0
EnableShadow=0
DepthBias=0
EnableDepthOfField=0
[INPUT]
KeyUseEffect=123
KeyBloom=120
KeyOcclusion=121
KeyReflection=122
KeyCombination=16
KeyScreenshot=44
KeyShadow=119
KeyWater=118
KeyShowFPS=106
[REFLECTION]
ReflectionPower=15
ChromePower=10
UseCurrentFrameReflection=0
ReflectionQuality=0
ReflectionSourceSpecular=50
ReflectionSourceTFactor=50
UseAdditiveReflection=0
ReflectionDepthBias=0
UseLowResReflection=0
ReflectionSinglePass=0
UseEnvBump=1
EnvBumpAmount=100
EnvBumpOffset=100
ReflectionFlip=0
[BLOOM]
BloomPowerDay=10
BloomFadeTime=2000
BloomConstantDay=7
BloomQuality=0
BloomScreenLevelDay=60
BloomCurveDay=0
BloomPowerNight=15
BloomConstantNight=7
BloomCurveNight=0
BloomScreenLevelNight=20
BloomAdaptationScreenLevel=80
BloomAdaptationMultiplier=10
BloomAllowOversaturation=1
BloomMaxLimit=100
[SSAO]
UseFilter=1
OcclusionQuality=1
FilterQuality=1
DarkeningLevel=30
BrighteningLevel=30
IlluminationLevel=30
AdditiveIlluminationLevel=30
UseAmbientOcclusion=1
UseIndirectLightning=1
FadeDistance=50
UseForAlphaTest=1
UseForAlphaBlend=1
UseIndirectLighting=1
[COLORCORRECTION]
DarkeningAmountDay=0
ScreenLevelDay=60
ScreenLevelNight=20
DarkeningAmountNight=0
GammaCurveDay=0
GammaCurveNight=0
ColorSaturationDay=0
ColorSaturationNight=0
UsePaletteTexture=0
[WATER]
UseWaterDeep=1
WaterDeepness=20
WaterQuality=0
[SHADOW]
ShadowFadeStart=40
ShadowFadeEnd=80
ShadowAmountDay=60
ShadowAmountNight=30
ShadowScreenLevelDay=60
ShadowScreenLevelNight=20
ShadowQuality=0
UseShadowFilter=0
FilterQuality=2
ShadowBlurRange=30
[ENGINE]
ForceAnisotropicFiltering=1
MaxAnisotropy=8
ForceDisplayRefreshRate=0
DisplayRefreshRateHz=60
[MOTIONBLUR]
MotionBlurQuality=1
MotionBlurVelocity=90
MotionBlurRotation=90
[PERPIXELLIGHTING]
SpecularColorMin=0
SpecularColorMax=100
SpecularColorMultiplier=100
SpecularGlossinessMin=0
SpecularGlossinessMax=100
SpecularGlossinessMultiplier=100
[DEPTHOFFIELD]
DOFQuality=0
DOFNumberOfPasses=1
DOFFocusRange=50
DOFBlurinessRange=5
[PLUGIN]
WeatherMod=0

and yes.. using this configuration will light-up the UMENU or the UBROWSER console.


Re: Shader Model 3.0 in Unreal and UT

Posted: Fri Dec 05, 2008 8:06 pm
by Jâçkrâßßit
another screenie for the heck of it:

ImageImage

Re: Shader Model 3.0 in Unreal and UT

Posted: Sat Dec 06, 2008 12:02 pm
by KillerSkaarj
JESUS!! When I first saw that screen shot (the small version), my first thought was "Wow, someone ported the Unreal 1 DP to UT3?" and then I realized "HOLY @#$% THAT'S UNREAL 1!!"

Oh, now I see what Shaders do. They make the lights more... I dunno... realistic. And I think the lights interact with the bumpy parts of textures, no? i'm not too sure, but this just reeks of UT3 pwnageness.

Re: Shader Model 3.0 in Unreal and UT

Posted: Sat Dec 06, 2008 12:45 pm
by Raven
It doesn't work on my copy of 227. When I try to turn it on (shift+F12) everything becomes unlit :(. And it's also shame that shaders are applied after HUD and Menu is rendered. But anyway it's beta version, let's hope everything will be fixed.

Re: Shader Model 3.0 in Unreal and UT

Posted: Sat Dec 06, 2008 6:49 pm
by Age
Installed it so:

Downloaded d3dx9_26.dll at http://boris-vorontsov.narod.ru/download_en.htm.
Installed it to Unreal227e folder.
Removed previous D3D9Drv.dll.
Renamed d3dx9_26.dll to D3D9Drv.dll

Shader isn't working and the game looks same than in software.
"Enbseries.ini can be edited (for advanced users).". It didn't include something called "Enbseries.ini."
Did i do something wrong?

Re: Shader Model 3.0 in Unreal and UT

Posted: Sat Dec 06, 2008 6:57 pm
by GreatEmerald
Yes. You don't replace any files. You need the d3d9.dll, not d3d9Drv.dll. And enbseries.ini is included in the real archive, I got it from the thread linked at the first post.

Re: Shader Model 3.0 in Unreal and UT

Posted: Sat Dec 06, 2008 7:03 pm
by Age
Yes. You don't replace any files. You need the d3d9.dll, not d3d9Drv.dll. And enbseries.ini is included in the real archive, I got it from the thread linked at the first post.
From this? http://forums.beyondunreal.com/showthread.php?t=181821
Can't find anywhere.
Can you post the link here?
Also do I install d3dx9_26 to Windows or Unreal227e folder?

EDIT:
Can't find any more downloads from boris's site that include "D3" than this:
"d3dx9_26.dll - reqired to run ENBSeries. This library actually from DirectX9, but not available on some users PCs, thanks to Bill Gates."

And from BeyondUnreal:
"Sad that S3TC textures doesn't work. Maybe take a look at Chris Dohnal D3D9 to see what's missing (http://cwdohnal.home.mindspring.com/...d3d9r10src.zip )?"

Re: Shader Model 3.0 in Unreal and UT

Posted: Sat Dec 06, 2008 7:25 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
D3D9Drv.dll is Unreal's driver to use D3D9; look at versions older than 227; it's not there.

D3D9.dll is located in %SystemRoot%/system32 and that is D3D9 driver for your graphics card; in other words, for all games and apps that use D3D9.

Same with D3D8.

I hope this clears it out. ;) Or at least, this is what I think. xD

Re: Shader Model 3.0 in Unreal and UT

Posted: Sat Dec 06, 2008 7:26 pm
by Age
D3D9Drv.dll is Unreal's driver to use D3D9; look at versions older than 227; it's not there.

D3D9.dll is located in %SystemRoot%/system32 and that is D3D9 driver for your graphics card; in other words, for all games and apps that use D3D9.

Same with D3D8.

I hope this clears it out. ;) Or at least, this is what I think. xD
So don't I need to download anything? Or if I do, what and from where?
EDIT: Where you have got ENBSeries.ini?

EDIT:
"Here it is. Try it out for yourself, see what happens. As a reminder, to run in D3D9 mode, you need to have a video card that supports shader 3.0. Use D3D8 if you don't have a fancy-shmancy card (D3D8 is still full o' nonsense, unfortunately).

Mediafire download: http://www.mediafire.com/?zytoymqohmy"

Found it from BeyondUnreal thread (i think), but this download includes a virus so i can't download it.

Re: Shader Model 3.0 in Unreal and UT

Posted: Sat Dec 06, 2008 8:00 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
I don't know what should D3D9_26.dll or w/e be.
Probably new version [substitution] for D3D9.dll (in that case you need to replace it) but idk4real.
Found it from BeyondUnreal thread (i think), but this download includes a virus so i can't download it.
Lol.

Re: Shader Model 3.0 in Unreal and UT

Posted: Sat Dec 06, 2008 8:03 pm
by Age
Simply: Can somebody tell where to get ENBSeries.ini and that d3d9.dll because i can't find it anywhere in boris's site (where it should be).
EDIT: Found it: http://boris-vorontsov.narod.ru/download_en.htm Deus Ex v0.075d.

Re: Shader Model 3.0 in Unreal and UT

Posted: Sat Dec 06, 2008 8:37 pm
by Age
Succesfully install but:
Every texture look like they are frozen, is there a way turn it off? Especially grass look ogly.
No changes at all for: Water surface.
EDIT: This really should have a HDR effect.

Re: Shader Model 3.0 in Unreal and UT

Posted: Tue Dec 09, 2008 2:50 pm
by DieHard SCWS
Quote from Hyper.nl:
I'm playing with it at now. Some findings.
3. Masked textures are f*cked up beyond any recognition.
That normally points to a failed S3TC rendering, but as i posted on the BeyondUnreal forums, its unclear to me if this is the case here as well, since all other S3TC textures are handled correctly. So i do asume its a Masking problem and not so much an S3TC problem.
.
.
.

Re: Shader Model 3.0 in Unreal and UT

Posted: Tue Dec 09, 2008 9:16 pm
by GreatEmerald
Yeap. Normal textures, non-S3TC, have this bug just as well.

Re: Shader Model 3.0 in Unreal and UT

Posted: Tue Dec 09, 2008 10:42 pm
by DieHard SCWS
Ah, ic, i didnt test that...., but thats good to know its a general masking problem unrelated to S3TC.
.
.
.

Re: Shader Model 3.0 in Unreal and UT

Posted: Sun Dec 14, 2008 9:17 pm
by Wastelander0101
I have contacted boris which did mod, and he said that he dont have time to develop shaders specificly for UT99, but he said maybe...:)

Anybody knows how to turn off this darn rainbow colors? My eyes hurts. I tried the ini settings and it didnt worked at all...

Re: Shader Model 3.0 in Unreal and UT

Posted: Sun Dec 14, 2008 9:31 pm
by []KAOS[]Casey
rainbow colors? whats your video card

Re: Shader Model 3.0 in Unreal and UT

Posted: Sun Dec 14, 2008 9:34 pm
by GreatEmerald
Yeap, the INI seems to have absolutely no effect except for the blur amount and performance...

Re: Shader Model 3.0 in Unreal and UT

Posted: Sun Dec 14, 2008 9:43 pm
by Wastelander0101
rainbow colors? whats your video card
I have 8800GT 512 ram
What i meant under term "rainbow colors" is oversaturation of colors. Like the areas that are dark are too dark and areas which have brightnes on it are overbrightened ....

Re: Shader Model 3.0 in Unreal and UT

Posted: Sun Dec 14, 2008 9:54 pm
by []KAOS[]Casey
Thats probably from this being a dll passthrough rather than actually coded into the game, try tweaking with the INI

Re: Shader Model 3.0 in Unreal and UT

Posted: Sun Dec 14, 2008 10:06 pm
by Wastelander0101
Thats probably from this being a dll passthrough rather than actually coded into the game, try tweaking with the INI
I tried it, its not responding, except the glowing of the wall edges is little less...