Well for now I was just going to try to figure out a workaround to make the Fractal Textures work at different resolutions. This will allow us to figure out what needs to be added to the conversion tool in the future to support the conversion to higher resolution for fractal textures. We can then look at the other issues involved with net compatibility.
I have been making a slight bit of progress - crashing UnrealEd more often than not but I haven't given up hope yet. I'm learning lots about the file structure that I didn't know before so this is a fun project for me. I'll post some updates once I do a bit more testing.
For direct access use https://forums.oldunreal.com
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
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
Errors on maps
Moderator: ahaigh01
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BOZO
- OldUnreal Member
- Posts: 199
- Joined: Sat Nov 30, 2002 4:08 am
Re: Errors on maps
Darn Floppy Feet!!
{KDS}BOZO/BOZO/LordBozo
{KDS}BOZO/
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BOZO
- OldUnreal Member
- Posts: 199
- Joined: Sat Nov 30, 2002 4:08 am
Re: Errors on maps
Ok Folks!!
Some success on the Procedural Textures front. I've been able to modify a texture file with a procedural texture originally built at a lower resolution and using as its Source Texture another Texture of the same resolution. I reimported the Source Texture at a higher resolution and then went in and did some Hex Editing of various properties within the file to get it to show up correctly (at a higher resolution) on the procedural texture also. I was able to do this with a couple of different resolution texture conversions quite successfully. It seems, however, that there may be a hard limit on the maximum Procedural Texture resolution allowed - I think it is set at a maximum texture size of 256x256. This was most likely set by Epic for performance reasons.
Before I keep banging my head on figuring out all of the ins and outs of this and doing some further testing - Smirftch can you check the Procedural Texture source code and see if it does have a 256x256 texture size limit somewhere? Thanks!!
Once Smirftch gives us some more info I may want the S3TC master Diehard to try to create a modified S3TC texture file that updates a couple of the existing Source Textures for the existing Procedural Textures in some available standard package so we can start looking into Net Compatibility issues also.
Some success on the Procedural Textures front. I've been able to modify a texture file with a procedural texture originally built at a lower resolution and using as its Source Texture another Texture of the same resolution. I reimported the Source Texture at a higher resolution and then went in and did some Hex Editing of various properties within the file to get it to show up correctly (at a higher resolution) on the procedural texture also. I was able to do this with a couple of different resolution texture conversions quite successfully. It seems, however, that there may be a hard limit on the maximum Procedural Texture resolution allowed - I think it is set at a maximum texture size of 256x256. This was most likely set by Epic for performance reasons.
Before I keep banging my head on figuring out all of the ins and outs of this and doing some further testing - Smirftch can you check the Procedural Texture source code and see if it does have a 256x256 texture size limit somewhere? Thanks!!
Once Smirftch gives us some more info I may want the S3TC master Diehard to try to create a modified S3TC texture file that updates a couple of the existing Source Textures for the existing Procedural Textures in some available standard package so we can start looking into Net Compatibility issues also.
Darn Floppy Feet!!
{KDS}BOZO/BOZO/LordBozo
{KDS}BOZO/
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DieHard SCWS
- Global Moderator
- Posts: 2064
- Joined: Sun Mar 16, 2003 11:33 pm
Re: Errors on maps
so we can start looking into Net Compatibility issues also.
That was the reason backthan we left that road to do it that way. Kerilk way and tool did bypass the netcompatabillity all together.
Basically the S3TC package and the normal one are the same, his tool copies the original file and does not change it, it just switched data within it, and creates except for the changed data, an exact same as original file. Therefore the netcompatabillity remains
Smart thinking actually
But, if what your looking for is working, than i am sure Kerilk can implement that, after all its just finding the settings that are responsible for the effects.
The first problem backthan was the scaling, after a bunch of tests i found out it was the DrawScale being responsible for the scaling. Kerilk based his work on that investigation. No reason why your investigation couldn't trigger a similar result on Kerilk
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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com