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Unreal Editor 2.0 Issues

Posted: Thu Feb 18, 2010 2:31 am
by fatrat454
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?

Re: Unreal Editor 2.0 Issues

Posted: Thu Feb 18, 2010 3:08 am
by Shivaxi
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.

Re: Unreal Editor 2.0 Issues

Posted: Thu Feb 18, 2010 3:51 am
by DieHard SCWS
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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Re: Unreal Editor 2.0 Issues

Posted: Thu Feb 18, 2010 10:38 am
by Smirftsch
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



Re: Unreal Editor 2.0 Issues

Posted: Fri Feb 19, 2010 6:28 pm
by Smirftsch
Update:
Thx to SMPDev's update, it seems that selection in UED2 is working fine now too in D3D9.
Great work m8 ;)


Re: Unreal Editor 2.0 Issues

Posted: Thu Feb 25, 2010 11:05 am
by SMP Dev
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.

Re: Unreal Editor 2.0 Issues

Posted: Thu Feb 25, 2010 6:47 pm
by GreatEmerald
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.
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.