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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
Unreal Editor 2.0 Issues
- fatrat454
- Posts: 1
- Joined: Thu Feb 18, 2010 1:22 am
Unreal Editor 2.0 Issues
Hey,
I've downloaded and installed the 227f patch and installed low res textures to my computer from unrealtextures.com. However, all my 1024x1024 textures show with a white film over them that prevents color and general design from showing. Has anyone come across this problem and can you help me out?
I've downloaded and installed the 227f patch and installed low res textures to my computer from unrealtextures.com. However, all my 1024x1024 textures show with a white film over them that prevents color and general design from showing. Has anyone come across this problem and can you help me out?
- Shivaxi
- OldUnreal Member
- Posts: 2232
- Joined: Wed Mar 08, 2006 4:43 pm
Re: Unreal Editor 2.0 Issues
Perhaps S3TC textures are not enabled in the render device you are using? Go to the advanced options of Unreal, then to Rendering, then select whatever render device you are using, and look for S3TC or something and make sure it is enabled and set to True.
- DieHard SCWS
- Global Moderator
- Posts: 2064
- Joined: Sun Mar 16, 2003 11:33 pm
Re: Unreal Editor 2.0 Issues
Support for S3TC textures for editing will be supported. But i dont know if this already is the case with the current beta. Also you need to set the renderer for the viewport and texturebrowser to a renderer that supports S3TC. For that i have no clue if the viewport needs to be set to OpenGL, D3D8, D3D9, or that all mentioned renderers can be used.
As far as i know you need to change this in the ini, but dont ask me how, cause i have no clue. Personally i always create my maps with normal textures to make sure nothing goes wrong down the pipeline.
And if i want to test the map, i simply load the map in another Unreal that has S3TC textures installed. Effectively i have oné Unreal loaded with normal textures for mapping, and another seperate Unreal with S3TC textures for testing ingame.
So unless someone here knows how to set the viewports correctly i would switch to normal textures for mapping. In any case, if you see white banding in the textures, than the renderer fails to render the S3TC texures. So white banding is always a render issue.
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As far as i know you need to change this in the ini, but dont ask me how, cause i have no clue. Personally i always create my maps with normal textures to make sure nothing goes wrong down the pipeline.
And if i want to test the map, i simply load the map in another Unreal that has S3TC textures installed. Effectively i have oné Unreal loaded with normal textures for mapping, and another seperate Unreal with S3TC textures for testing ingame.
So unless someone here knows how to set the viewports correctly i would switch to normal textures for mapping. In any case, if you see white banding in the textures, than the renderer fails to render the S3TC texures. So white banding is always a render issue.
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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
- Smirftsch
- Administrator
- Posts: 9001
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: Unreal Editor 2.0 Issues
current internal testversion for 227g, named UED2.1 fully supports DXT1/3/5 - often known as S3TC textures here. Working are SoftDrv/D3DDrv/D3D8Drv/D3D9Drv/OpenGL.
The differences between these formats can be read here:
http://en.wikipedia.org/wiki/S3_Texture_Compression
The renderer can be switched in the window easily and fast between all renderers with right mouse button.
However currently selection (means working in UED) is only supported with SoftDrv and OpenGL, while OpenGL only seems to work with NVIDIA cards correctly, most ATI cards are having driver issues regarding that.
Maybe this will change until 227g is released because SMPDev just sent me a new D3D9Drv to implement.
DXT1(usually known as S3TC here) is working completely in SoftDrv and D3DDrv but alphablending based on DXT3/5 (to display smooth transparency in textures) is only supported by D3D8/9 and OpenGL.
The new version also displays the format of the texture in texture browser. Means "normal" textures are having P8 (256 color palettized) as description and for DXT textures there is (obviously) DXT1/3/5 there.
More details about UED 2.1 are here:
http://www.oldunreal.com/wiki/index.php ... ease_Notes
The differences between these formats can be read here:
http://en.wikipedia.org/wiki/S3_Texture_Compression
The renderer can be switched in the window easily and fast between all renderers with right mouse button.
However currently selection (means working in UED) is only supported with SoftDrv and OpenGL, while OpenGL only seems to work with NVIDIA cards correctly, most ATI cards are having driver issues regarding that.
Maybe this will change until 227g is released because SMPDev just sent me a new D3D9Drv to implement.
DXT1(usually known as S3TC here) is working completely in SoftDrv and D3DDrv but alphablending based on DXT3/5 (to display smooth transparency in textures) is only supported by D3D8/9 and OpenGL.
The new version also displays the format of the texture in texture browser. Means "normal" textures are having P8 (256 color palettized) as description and for DXT textures there is (obviously) DXT1/3/5 there.
More details about UED 2.1 are here:
http://www.oldunreal.com/wiki/index.php ... ease_Notes
Last edited by Smirftsch on Thu Feb 18, 2010 10:39 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
- Smirftsch
- Administrator
- Posts: 9001
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: Unreal Editor 2.0 Issues
Update:
Thx to SMPDev's update, it seems that selection in UED2 is working fine now too in D3D9.
Great work m8
Thx to SMPDev's update, it seems that selection in UED2 is working fine now too in D3D9.
Great work m8
Sometimes you have to lose a fight to win the war.
- SMP Dev
- OldUnreal Member
- Posts: 22
- Joined: Fri May 15, 2009 8:38 am
Re: Unreal Editor 2.0 Issues
If this code works right, it should be like what's in the OpenGL renderer that uses OpenGL selection mode. This means that it's geometry based and isn't aware of any masking with masked textures. So it will select the transparent parts of masked textures, but no easy way to improve this without a significantly different design. Masked textures also includes icons used in the editor, which means that there may be problems if try to select through the transparent parts of nearby or partially overlapping icons.
This selection code is all contained in the renderer with no graphics API dependencies, which means it should reliably run the same on all systems. May change the OpenGL renderer to use it later to avoid problems with OpenGL drivers with broken OpenGL selection mode.
Also added line buffering to the D3D9 renderer along with the new selection support. Not attempting to draw lines as triangles in any cases though, so if zoomed in enough in the editor and start getting a lot of points drawn, then will still end up with a lot of draw calls (but I'd expect the buffering to still help quite a bit even if only for a few lines on average rather than always one at a time). The line buffering will also make in game rmode 1 line drawing significantly faster with D3D9.
This selection code is all contained in the renderer with no graphics API dependencies, which means it should reliably run the same on all systems. May change the OpenGL renderer to use it later to avoid problems with OpenGL drivers with broken OpenGL selection mode.
Also added line buffering to the D3D9 renderer along with the new selection support. Not attempting to draw lines as triangles in any cases though, so if zoomed in enough in the editor and start getting a lot of points drawn, then will still end up with a lot of draw calls (but I'd expect the buffering to still help quite a bit even if only for a few lines on average rather than always one at a time). The line buffering will also make in game rmode 1 line drawing significantly faster with D3D9.
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Unreal Editor 2.0 Issues
If that's right, then in some cases that could even be beneficial, like if you apply a texture from GreatFire.utx to a small, translucent brush - that makes the brush disappear entirely with no way to select it.This means that it's geometry based and isn't aware of any masking with masked textures. So it will select the transparent parts of masked textures, but no easy way to improve this without a significantly different design.




