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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
Shader Model 3.0 in Unreal and UT
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Shader Model 3.0 in Unreal and UT
I noticed it seems to act differently depending on the map, is it like that on all maps?
- Wastelander0101
- OldUnreal Member
- Posts: 87
- Joined: Fri Jan 26, 2007 4:14 pm
Re: Shader Model 3.0 in Unreal and UT
Hmm, well on stalwart its most pronounced(eye killer eeek:P) on the walls, where the color was grey, now with shaders is white like there is nuclear blast all the time...I noticed it seems to act differently depending on the map, is it like that on all maps?
But mostly all fx and colors are oversaturated. Maybe you could send me your ini so we can see if there is any difference?
- []KAOS[]Casey
- OldUnreal Member
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- Location: over there
Re: Shader Model 3.0 in Unreal and UT
My config is the default so i doubt it would make any difference
- HeadShot
- OldUnreal Member
- Posts: 228
- Joined: Wed Nov 21, 2007 4:30 pm
Re: Shader Model 3.0 in Unreal and UT
It's the map lighting, the maps were not made with shader 3.0 in mind.
- Hyper
- OldUnreal Member
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- Joined: Fri Oct 11, 2002 5:41 pm
- Contact:
Re: Shader Model 3.0 in Unreal and UT
nVidia 8800GTX. The way it's meant to be played, isn't it?rainbow colors? whats your video card
- []KAOS[]Casey
- OldUnreal Member
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- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Shader Model 3.0 in Unreal and UT
If I remember right according to the guy's website.. yes 
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Re: Shader Model 3.0 in Unreal and UT
Would it work on GeForce 6800?
Did someone try?
Did someone try?
Last edited by [§Ŕ] ŤhěxĐâŕkśîđěŕ on Mon Dec 15, 2008 8:05 pm, edited 1 time in total.
☆
- []KAOS[]Casey
- OldUnreal Member
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- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: Shader Model 3.0 in Unreal and UT
anything that has shader model 3 should work alright
- Raven
- OldUnreal Member
- Posts: 311
- Joined: Fri Jun 10, 2005 5:10 am
Re: Shader Model 3.0 in Unreal and UT
Maybe it doesn't belong to the forum, but I think it should be mentioned in this thread. Residual Decay (UT mod) has also shader support (OpenGL and soon D3D9), right now only as post process effects. In game it'll be used differently. I want to port it to U1 once Residual Decay is released. Anyway, here's video:
HD:
SD:
more info at: http://rednemesis.beyondunreal.com/
HD:
SD:
more info at: http://rednemesis.beyondunreal.com/

- .:..:
- OldUnreal Member
- Posts: 1637
- Joined: Tue Aug 16, 2005 4:35 am
Re: Shader Model 3.0 in Unreal and UT
Intresting how many UT map pack projects have all these fancy effects, but yet I have seen none of them released.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
- Raven
- OldUnreal Member
- Posts: 311
- Joined: Fri Jun 10, 2005 5:10 am
Re: Shader Model 3.0 in Unreal and UT
RD will be released one day. I can't say when will it be released though Mr. Prophet is a person to ask not me. This is just side effect of my studies on UEngine.

- qduaty
- OldUnreal Member
- Posts: 46
- Joined: Tue Apr 03, 2007 11:43 am
Re: Shader Model 3.0 in Unreal and UT
Well, with the Boris Vorontsov's enbseries (ie. the "mod"), version 0075d, custom shaders work! So i got a question: does anyone of you know about a free implementation of Steep Parallax Mapping in HLSL?
I'm ready to port it to Unreal, if it won't work out of the box.
I'm ready to port it to Unreal, if it won't work out of the box.
- Raven
- OldUnreal Member
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Re: Shader Model 3.0 in Unreal and UT
They do? So I can define eg. new bump map for texture (those generic bump maps looks damn ugly) or custom post process effects? Anyway it's very cool addon but without full integration with UEngine it won't be so useful in mods.

- qduaty
- OldUnreal Member
- Posts: 46
- Joined: Tue Apr 03, 2007 11:43 am
Re: Shader Model 3.0 in Unreal and UT
It fully integrates with either dx8 and dx9 unreal renderers from 227. Just copy d3d9.dll and d3dx9_26.dll into unreal/system, edit the enbseries.ini if you have a weak graphic card (9800GT works with any settings); use pure MS Windows (Wine has shader problem in dx mode). For dx8, there is an "enbconvertor", which consists of another wrapper library d3d8.dll and enbconvertor.ini.
It works like that: when using dx9 render, Windows looks for the d3d9.dll, and since the ./ directory has a precedence, Boris' library is loaded instead of the system one.
Parallax mapping also works and can be seen in Unreal intro. Bump algorithm in enbseries is naive, so it either produces garbage or no bumps at all, but if you have a proper bump map, and assuming the Unreal dx9 renderer already supports bump mapping, you should be able to see it as a beautiful, parallax-mapped surface.
Custom shaders work only as post-processing. The library (d3d9.dll) supports one file "effect.txt", which is a HLSL shader. I found a pack of them on GTA San Andreas forums.
Edit: I already asked Boris to enable custom bump shaders.
It works like that: when using dx9 render, Windows looks for the d3d9.dll, and since the ./ directory has a precedence, Boris' library is loaded instead of the system one.
Parallax mapping also works and can be seen in Unreal intro. Bump algorithm in enbseries is naive, so it either produces garbage or no bumps at all, but if you have a proper bump map, and assuming the Unreal dx9 renderer already supports bump mapping, you should be able to see it as a beautiful, parallax-mapped surface.
Custom shaders work only as post-processing. The library (d3d9.dll) supports one file "effect.txt", which is a HLSL shader. I found a pack of them on GTA San Andreas forums.
Edit: I already asked Boris to enable custom bump shaders.
Last edited by qduaty on Mon Feb 09, 2009 9:33 pm, edited 1 time in total.
- Raven
- OldUnreal Member
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- Joined: Fri Jun 10, 2005 5:10 am
Re: Shader Model 3.0 in Unreal and UT
I didn't tested it in Unreal, but in UT I can see even sky and water bumpmapped which doesn't look too good and natural
.

- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Re: Shader Model 3.0 in Unreal and UT
Maybe remove the bump map on sky and water textures?
Or put a special flag in the texture (like Invisible, Bright Corners, Fake Backdrop, etc.) that indicated should it have a bump map or not.
Or put a special flag in the texture (like Invisible, Bright Corners, Fake Backdrop, etc.) that indicated should it have a bump map or not.
☆
- KillerSkaarj
- OldUnreal Member
- Posts: 935
- Joined: Fri Jan 25, 2008 2:04 am
Re: Shader Model 3.0 in Unreal and UT
Wait, the bump maps are when the textures become all squiggly up close, right?
So shaders are what let the light system interact with bump maps?
So shaders are what let the light system interact with bump maps?
- qduaty
- OldUnreal Member
- Posts: 46
- Joined: Tue Apr 03, 2007 11:43 am
Re: Shader Model 3.0 in Unreal and UT
So that I. Thanks to to the bump generator. Boris wrote that he won't waste time to tune the library for each game and left 10 variables, controlled with a number key + PGUP/PGDN. Six are internal, the other 4 you can use in your shader. So press 6 and PGUP to get rid of these bumps.I can see even sky and water bumpmapped
- Age
- OldUnreal Member
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Re: Shader Model 3.0 in Unreal and UT
http://img394.imageshack.us/my.php?imag ... 741ga0.jpg
Is there a way disable these ugly looking ice/plastic styled textures while using Shader model 3.0?
Is there a way disable these ugly looking ice/plastic styled textures while using Shader model 3.0?
Last edited by Age on Tue Feb 10, 2009 2:21 pm, edited 1 time in total.
- GreatEmerald
- OldUnreal Member
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- Joined: Mon May 21, 2007 2:30 pm
Re: Shader Model 3.0 in Unreal and UT
So press 6 and PGUP to get rid of these bumps.
- Age
- OldUnreal Member
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- Joined: Sat Dec 29, 2007 5:25 pm
Re: Shader Model 3.0 in Unreal and UT
Works well.So press 6 and PGUP to get rid of these bumps.
- Shivaxi
- OldUnreal Member
- Posts: 2232
- Joined: Wed Mar 08, 2006 4:43 pm
Re: Shader Model 3.0 in Unreal and UT
Ok wait....is the shader model 3.0 for Unreal released or not? I'm getting mixed posts here...
- KillerSkaarj
- OldUnreal Member
- Posts: 935
- Joined: Fri Jan 25, 2008 2:04 am
Re: Shader Model 3.0 in Unreal and UT
It's released, there's a link somewhere in the original thread on BeyondUnreal.
Last edited by KillerSkaarj on Fri Feb 13, 2009 3:10 am, edited 1 time in total.
- Age
- OldUnreal Member
- Posts: 848
- Joined: Sat Dec 29, 2007 5:25 pm
Re: Shader Model 3.0 in Unreal and UT
http://boris-vorontsov.narod.ru/download_en.htmOk wait....is the shader model 3.0 for Unreal released or not? I'm getting mixed posts here...
- qduaty
- OldUnreal Member
- Posts: 46
- Joined: Tue Apr 03, 2007 11:43 am
Re: Shader Model 3.0 in Unreal and UT
I have written a simple shader that may help with Boris' parallax mapping. It uses the same normal map algorithm (5-tap Sobel) and adds a relief to the image. This way, bumps are much sharper. Screenshot (copy and paste to the url bar): francetelecom.freehost.pl/files/Shot0004.jpg Shader is here: http://francetelecom.freehost.pl/files/effect.txt. Save the file "effect.txt" in your unreal/system directory.
If it looks too sharp, use key 9 or 0 together with PGUP/PGDN.
If it looks too sharp, use key 9 or 0 together with PGUP/PGDN.







