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view distance?

URP - the Unreal Retexturing Project: for those who are interested in High-Resolution Textures for Unreal & UnrealTournament or may want to take part in creating them

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thechadisgr8
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Posts: 7
Joined: Mon Jan 15, 2007 7:52 am

view distance?

Post by thechadisgr8 »

what's up people? my name is chad and i'm new to the forums. just want to saw awesome job on the textures :-). o.k. here goes, i've look all throught the forums and can't see where this has been asked b4. i was wondering if there's a way to make it so ground textures (grass) don't show up as original and turn to new (retextured) as i get closer. it's really distracting. the only way i've found to fix it is to set texture detail to low which kinda sucks. here some screen shots

the approach
[email][URL=http://img206.imageshack.us/my.php?image=shot0009gw6.png][img]http://img206.imageshack.us/img206/7744/shot0009gw6.th.png[/img][/URL][/email]

getting closer
[email][URL=http://img227.imageshack.us/my.php?image=shot0010be6.png][img]http://img227.imageshack.us/img227/3403/shot0010be6.th.png[/img][/URL][/email]
thanx in advance for the help
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TCP_Wolf
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Re: view distance?

Post by TCP_Wolf »

I believe this is a general 3D rendering problem not related to Unreal in particular. Play any other 3D game with default video rendering settings to witness the same effect.

"Anisotropic filtering" may affect this setting (advanced video rendering setting to be found in your video driver setting page)

If OpenGL is used, "lodbias" may be set to a low or negative value to reduce/eliminate the effect in Unreal, but without any blur, some high resolution textures in far distances look odd at times.

Also, be aware that both "Anisotropic filtering" and "lodbias" settings usually have a rather noticable effect on your FPS rate...

I hope there is someone else here with more insight on this, I personally have gotten used to ignoring this problem altogether, since it reappears with every game/renderer generation I more or less have stopped bothering. :-X
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jackrabbit

Re: view distance?

Post by jackrabbit »

yep thats a graphics error alright.. not normal to be getting that. But, btw I have heard that Diehard was going to possibly rework out the grass textures for unreal on his new camera if you were not satisfied at the actual texture in general.
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thechadisgr8
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Re: view distance?

Post by thechadisgr8 »

wow!, thanx for the quick reply ;D but what i was refering to was the "brown" off in the distance, not the blurry grass, the blurriness is normal but the rendering of the "old" grass doesn't sound normal (never seen it in any other games or source ports) .i will play with the settings that you recommended though and let you know how it works. it's kinda like "popup" in some games except it's the grass and it's not far enough away to be pop up. there's no way to set model/texture view distance? i think i'll be o.k. as far as the fps goes. thanx again for the quick reply, usually in forums you have to wait a few days to hear back ;D.
btw does anyone know of any unreal source ports? ie like doomsday http://www.doomsdayhq.com/, http://tenebrae.sourceforge.net/, and http://www.eduke32.com/
p.s. i am happy with the grass textures, kinda reminds me of halos grass, good job
Last edited by thechadisgr8 on Mon Jan 15, 2007 6:23 pm, edited 1 time in total.
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Pitbull
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Re: view distance?

Post by Pitbull »

btw does anyone know of any unreal source ports? ie like doomsday http://www.doomsdayhq.com/, http://tenebrae.sourceforge.net/, and http://www.eduke32.com/
p.s. i am happy with the grass textures, kinda reminds me of halos grass, good job
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thechadisgr8
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Re: view distance?

Post by thechadisgr8 »

still no luck :(. it seems to me there HAS to be a way to change the distance at which detailed textures are shown. if anyone knows please help. thanx again
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DieHard SCWS
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Re: view distance?

Post by DieHard SCWS »

I just read the post real fast, its like 5 in the morning here, so the reply is short.


But i agree with Wolf, if you change the LODbias to like -2 than everything will sharpen up to the far distance. I tried to toy around with it long time ago and concluded the default setting is the best setting after all.


Ingame you basically have a set of spheres around you, each next one is (if correct) a power from itself as for the size. You can set the LODBias lower than 0 to gain more crisp detail further away. However it seems that the spheres themselves still are there, only to be replaced by crispy ones, to me, its that much crispy it starts to shimmer---> read headache.


As said, i came to the conlusion myself that the default is the better after all(as Wolf also concluded :) live with it  :-/ ).



Needs to be said, i have no explanation for the hugh differerence in coloration as i can see in your screenshots. The only thing i know is that such things happened to me when Unreal got screwed up. You can also force that kinda setting by running the S3TC textures without having set S3TC to true in the OpenGl settings.


I would almost suggest reinstall ? ? ? or try LODbias lower than 0
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thechadisgr8
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Re: view distance?

Post by thechadisgr8 »

thank you will reinstall and keep everyone updated
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thechadisgr8
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Joined: Mon Jan 15, 2007 7:52 am

Re: view distance?

Post by thechadisgr8 »

o.k. reinstall didn't work but i figured out what happened. i had colorize detail textures turned on
is there a way to set the view distance for that because it look a looot better that way except for the pop up.
thanx again everyone
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ahaigh01
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Joined: Wed Mar 01, 2006 5:34 pm

Re: view distance?

Post by ahaigh01 »

I've had that effect shown in the screenshots happen to me before, but I never nailed it down.  I reinstall Unreal and XP often and have several PC's so I never really knew what fixed it.  It's cool that you figured it out -  it has been a very rare problem for me.

About your question - I always believed that the detail texture were intended to be monochrome, so that may be why turning on color screws things up.
Last edited by ahaigh01 on Wed Jan 17, 2007 4:49 am, edited 1 time in total.

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