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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
Request for S3TC textures for Decorations
Moderator: ahaigh01
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BOZO
- OldUnreal Member
- Posts: 199
- Joined: Sat Nov 30, 2002 4:08 am
Request for S3TC textures for Decorations
UnrealShare.Barrel
UnrealShare.Book
UnrealShare.BlueBook
UnrealShare.GreenBook
UnrealShare.YellowBook
UnrealShare.Boulder
UnrealShare.BubbleGenerator
UnrealShare.Book
UnrealShare.BlueBook
UnrealShare.GreenBook
UnrealShare.YellowBook
UnrealShare.Boulder
UnrealShare.BubbleGenerator
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: Request for S3TC textures for Decorations
I think I have the automatic mesh texture replacement project (UnrealTextureUpgrade) operating close enough to prime time that we should start producing some of the required base texture files to support the project. The file I have has some updated Tree and Plant textures available currently. I would like to see some of you texture gurus tackle creating high resolution versions of the entire list of Decoration classes so we have a worthwhile product available for the initial release. Please skip producing high resolutions versions of the carcasses at this time. I will be addressing the replacement of those in a later version. All other textures imported within the classes above should be fair game.
I will have a beta test version ready to go by this weekend I think with whatever high resolution file I have available at that time...
I will have a beta test version ready to go by this weekend I think with whatever high resolution file I have available at that time...
Darn Floppy Feet!!
{KDS}BOZO/BOZO/LordBozo
{KDS}BOZO/
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Shivaxi
- OldUnreal Member
- Posts: 2232
- Joined: Wed Mar 08, 2006 4:43 pm
Re: Request for S3TC textures for Decorations
UnrealShare.Barrel
UnrealShare.Book
UnrealShare.BlueBook
UnrealShare.GreenBook
UnrealShare.YellowBook
UnrealShare.Boulder
UnrealShare.BubbleGenerator
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DieHard SCWS
- Global Moderator
- Posts: 2064
- Joined: Sun Mar 16, 2003 11:33 pm
Re: Request for S3TC textures for Decorations
Maybe ahaigh can provide some of them. At the moment my computer is a total mess :-/
I do have some of the textures, but cannot find them that fast, so from me, you at least gotta wait a week...
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I do have some of the textures, but cannot find them that fast, so from me, you at least gotta wait a week...
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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
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BOZO
- OldUnreal Member
- Posts: 199
- Joined: Sat Nov 30, 2002 4:08 am
Re: Request for S3TC textures for Decorations
No problem on the timeframe. I just thought I should get the ball rolling by posting a request. 
Darn Floppy Feet!!
{KDS}BOZO/BOZO/LordBozo
{KDS}BOZO/
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Shivaxi
- OldUnreal Member
- Posts: 2232
- Joined: Wed Mar 08, 2006 4:43 pm
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BOZO
- OldUnreal Member
- Posts: 199
- Joined: Sat Nov 30, 2002 4:08 am
Re: Request for S3TC textures for Decorations
Alternatively, something that could be done in the interim while you folks are getting all of the S3TC textures together is to create a higher resolution package that includes all of the high resolution PCX textures that were included in the 98 Beta build.
These are PCX files but there are quite a few textures already available from this build that are higher resolution than what is currently available in the later patches. My mutator could care less if it is a high resolution PCX or high resolution DXT1 file it is referencing. It will work fine with either texure type.
These are PCX files but there are quite a few textures already available from this build that are higher resolution than what is currently available in the later patches. My mutator could care less if it is a high resolution PCX or high resolution DXT1 file it is referencing. It will work fine with either texure type.
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: Request for S3TC textures for Decorations
I just wanted to make a few things clear about the package requirements needed to support the mutator.
The new control package I have created is called UnrealTextureupgrade. It includes all code files needed to support the automatic replacement of textures on each client. It is configured via a UnrealTextureUpgrade.ini file that is installed on each client. Each client operates completely independently from the server. Thus each can replace different textures on their machine as they see fit.
1) There is no need to have a high resolution and a low resolution package with textures named the same anymore.
2) The clients need to have the high resolution texture package, the UnrealTextureUpgrade package, and a correctly configured UnrealTextureUpgrade.ini file installed to use the functionality.
3) The server only needs to have the UnrealTextureUpgrade package installed, listed in its ServerPackages list, and the mutator loaded in the server commandline launch sequence. Alternatively, there you could just add the UnrealTextureUpgrade.UTUController class your ServerActors list and it will work the same. If this is not done then clients will not be allowed to see the benefits of the texture replacement.
4) The server needs NO extra texture packages to run correctly.
5) Clients will not be forced to download texture packages from the server.
6) It runs fine in single player mode also.
The new control package I have created is called UnrealTextureupgrade. It includes all code files needed to support the automatic replacement of textures on each client. It is configured via a UnrealTextureUpgrade.ini file that is installed on each client. Each client operates completely independently from the server. Thus each can replace different textures on their machine as they see fit.
1) There is no need to have a high resolution and a low resolution package with textures named the same anymore.
2) The clients need to have the high resolution texture package, the UnrealTextureUpgrade package, and a correctly configured UnrealTextureUpgrade.ini file installed to use the functionality.
3) The server only needs to have the UnrealTextureUpgrade package installed, listed in its ServerPackages list, and the mutator loaded in the server commandline launch sequence. Alternatively, there you could just add the UnrealTextureUpgrade.UTUController class your ServerActors list and it will work the same. If this is not done then clients will not be allowed to see the benefits of the texture replacement.
4) The server needs NO extra texture packages to run correctly.
5) Clients will not be forced to download texture packages from the server.
6) It runs fine in single player mode also.
Darn Floppy Feet!!
{KDS}BOZO/BOZO/LordBozo
{KDS}BOZO/
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ahaigh01
- OldUnreal Member
- Posts: 114
- Joined: Wed Mar 01, 2006 5:34 pm
Re: Request for S3TC textures for Decorations
Glad to see action on this project
I can provide dds versions or utx packages of the ones that I have completed (about 20).
I can't promise to create any new ones in anytime real soon because I'm rather busy right now, but I will do what I can. Just let me know exactly what format you need.
I can't promise to create any new ones in anytime real soon because I'm rather busy right now, but I will do what I can. Just let me know exactly what format you need.
Latest Unreal HD Textures
https://sites.google.com/view/unrealhdtextures/home
https://sites.google.com/view/unrealhdtextures/home
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BOZO
- OldUnreal Member
- Posts: 199
- Joined: Sat Nov 30, 2002 4:08 am
Re: Request for S3TC textures for Decorations
Diehard and ahaigh,
What is the best email address to contact you guys with? Drop me an email at :
bozo[remove]@nts-online[remove].net
I need to get up to speed on the current status of textures from the UnrealShare, UnrealI, and UPak packages.
Diehard, we need to get a few "how to" pages together on how to use the new functionality I just produced as it relates to the Unreal Retexturing Project.
I suggest we place it on the www.celticwarriors.net site along with the S3TC textures since it is very much related.
What is the best email address to contact you guys with? Drop me an email at :
bozo[remove]@nts-online[remove].net
I need to get up to speed on the current status of textures from the UnrealShare, UnrealI, and UPak packages.
Diehard, we need to get a few "how to" pages together on how to use the new functionality I just produced as it relates to the Unreal Retexturing Project.
I suggest we place it on the www.celticwarriors.net site along with the S3TC textures since it is very much related.
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: Request for S3TC textures for Decorations
Yes, i am terrible sorry, i did receive all the mail you did sent me....
Its just i have been very buzy finalizing the SGC project on my end, while at the same time i am not feeling too well last 2 weeks which makes it difficult for me to concentrate on more than one thing at the same time :( . Ill have a few more things to do today for the project, but after that i will see what can do for you.
I will see if i can create some pages for the Unreal Texturing Upgrade (UTU), so theres at least a startingpoint.
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Its just i have been very buzy finalizing the SGC project on my end, while at the same time i am not feeling too well last 2 weeks which makes it difficult for me to concentrate on more than one thing at the same time :( . Ill have a few more things to do today for the project, but after that i will see what can do for you.
I will see if i can create some pages for the Unreal Texturing Upgrade (UTU), so theres at least a startingpoint.
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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
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BOZO
- OldUnreal Member
- Posts: 199
- Joined: Sat Nov 30, 2002 4:08 am
Re: Request for S3TC textures for Decorations
Sound good buddy!
Sorry you have been feeling out-of-sorts, that is always a dampener on pursuing getting stuff done...
My whole family has been on and off sick over the last three months. Beats you down after awhile I truly understand.
Sorry you have been feeling out-of-sorts, that is always a dampener on pursuing getting stuff done...
My whole family has been on and off sick over the last three months. Beats you down after awhile I truly understand.
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: Request for S3TC textures for Decorations
I have been working all day on it. But i still need alot of time to sort all stuff out that was created in the past.
If i have that done i can asemble a testpackage and create the downloads. Ill try to get this done today, but don't expect it though. As said its alotta work to sort it out, and its midnight overhere already.
The page itself, (though empty ::) ) is there:
http://www.celticwarriors.net/Website/UTU/UTU.htm
At this point i am done gathering all stuff i think, I also created a new normal version from S3_UnrealShare.unr And need to sort out the materials i have from Ahaigh and merge them into a new S3TC version of S3_UnrealShare.unr
Ill post here if i get more things done and added to that page.
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If i have that done i can asemble a testpackage and create the downloads. Ill try to get this done today, but don't expect it though. As said its alotta work to sort it out, and its midnight overhere already.
The page itself, (though empty ::) ) is there:
http://www.celticwarriors.net/Website/UTU/UTU.htm
At this point i am done gathering all stuff i think, I also created a new normal version from S3_UnrealShare.unr And need to sort out the materials i have from Ahaigh and merge them into a new S3TC version of S3_UnrealShare.unr
Ill post here if i get more things done and added to that page.
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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
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DieHard SCWS
- Global Moderator
- Posts: 2064
- Joined: Sun Mar 16, 2003 11:33 pm
Re: Request for S3TC textures for Decorations
While working on it i have alot of questions and remarks.
I did asemble a new version S3_UnrealShare.unr
- What that package is missing, is all Fire, Water ,etc textures, they need to be reproduced, which is very difficult if not for some of them impossible. At the same time i doubt there is need for any update on those type of textures to beigin with, unless it is a texture like the crate having a wet spot on it..
How will the mutator handle those missing textures ?
I looked in the list you posted above, and i noticed theres alot of names wrong in that list, as example:
UnrealShare.Skins.JPlant11
UnrealShare.Skins.JPlant21
UnrealShare.Skins.JPlant31
UnrealShare.Skins.JPlant41
UnrealShare.Skins.JPlant61
And i did not check all of them, but from a fast look at it, it almost looks like most of them are incorrect......... I dont know if this is important or not, thats why i make note of it.
As for the UnrealI and UPak, those packages have not even been extracted to bmp files.
Another note, all textures have been added as BMP to the normal package, not as PCX, PCX cannot be reproduced since no-one ever came up with safe options for those files for Photoshop.
In any case, i did create two packages, for all the downloads i refer to the created page:
http://www.celticwarriors.net/Website/UTU/UTU.htm
The normal package was created using the BMP files that are in the S3_UnrealShareFileTree.zip
In the S3TC version for S3_UnrealShare are 12 S3TC texture updates, all created and provided by Ahaigh:
UnrealShare.Skins.JPlant11
UnrealShare.Skins.JPlant21
UnrealShare.Skins.JPlant31
UnrealShare.Skins.JPlant41
UnrealShare.Skins.JPlant61
UnrealShare.Skins.S3_JTree11
UnrealShare.Skins.S3_JTree111
UnrealShare.Skins.S3_JTree121
UnrealShare.Skins.S3_JTree21
UnrealShare.Skins.S3_JTree31
UnrealShare.Skins.S3_JTree41
UnrealShare.Skins.S3_JTree61
UnrealShare.Skins.S3_JTree71
I did not add the BETA to the downloads, because i was uncertain if you want to make the BETA puclic for testing
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I did asemble a new version S3_UnrealShare.unr
- What that package is missing, is all Fire, Water ,etc textures, they need to be reproduced, which is very difficult if not for some of them impossible. At the same time i doubt there is need for any update on those type of textures to beigin with, unless it is a texture like the crate having a wet spot on it..
How will the mutator handle those missing textures ?
I looked in the list you posted above, and i noticed theres alot of names wrong in that list, as example:
In the UnrealShare i have, there are no textures having that name, but there are that have follow names:UnrealShare.Panel
UnrealShare.Plant1
UnrealShare.Plant2
UnrealShare.Plant3
UnrealShare.Plant4
UnrealShare.Plant5
UnrealShare.Plant6
UnrealShare.Plant7
UnrealShare.Skins.JPlant11
UnrealShare.Skins.JPlant21
UnrealShare.Skins.JPlant31
UnrealShare.Skins.JPlant41
UnrealShare.Skins.JPlant61
And i did not check all of them, but from a fast look at it, it almost looks like most of them are incorrect......... I dont know if this is important or not, thats why i make note of it.
As for the UnrealI and UPak, those packages have not even been extracted to bmp files.
Another note, all textures have been added as BMP to the normal package, not as PCX, PCX cannot be reproduced since no-one ever came up with safe options for those files for Photoshop.
In any case, i did create two packages, for all the downloads i refer to the created page:
http://www.celticwarriors.net/Website/UTU/UTU.htm
The normal package was created using the BMP files that are in the S3_UnrealShareFileTree.zip
In the S3TC version for S3_UnrealShare are 12 S3TC texture updates, all created and provided by Ahaigh:
UnrealShare.Skins.JPlant11
UnrealShare.Skins.JPlant21
UnrealShare.Skins.JPlant31
UnrealShare.Skins.JPlant41
UnrealShare.Skins.JPlant61
UnrealShare.Skins.S3_JTree11
UnrealShare.Skins.S3_JTree111
UnrealShare.Skins.S3_JTree121
UnrealShare.Skins.S3_JTree21
UnrealShare.Skins.S3_JTree31
UnrealShare.Skins.S3_JTree41
UnrealShare.Skins.S3_JTree61
UnrealShare.Skins.S3_JTree71
I did not add the BETA to the downloads, because i was uncertain if you want to make the BETA puclic for testing
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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
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BOZO
- OldUnreal Member
- Posts: 199
- Joined: Sat Nov 30, 2002 4:08 am
Re: Request for S3TC textures for Decorations
Example:
TexReplacer_Decoration[34]=(TClass="UnrealShare.Plant2",R0_Name="",R1_Name="S3_UnrealShare.Skins.S3_JPlant21",R2_Name="",R3_Name="",R4_Name="",R5_Name="",R6_Name="",R7_Name="",D0_Name="",D1_Name="UnrealShare.Skins.JPlant21",D2_Name="",D3_Name="",D4_Name="",D5_Name="",D6_Name="",D7_Name="")
A bit of a description of what all the fields mean follows:
TClass = target classname (Package.classname format)
R0_Name = Replacement Texture Name for MultiSkins[0] and Skin fields (Package.Group.TextureName format)
R1_Name = Replacement Texture Name for MultiSkins[1] field (Package.Group.TextureName format)
R2_Name = Replacement Texture Name for MultiSkins[2] field (Package.Group.TextureName format)
R3_Name = Replacement Texture Name for MultiSkins[3] field (Package.Group.TextureName format)
R4_Name = Replacement Texture Name for MultiSkins[4] field (Package.Group.TextureName format)
R5_Name = Replacement Texture Name for MultiSkins[5] field (Package.Group.TextureName format)
R6_Name = Replacement Texture Name for MultiSkins[6] field (Package.Group.TextureName format)
R7_Name = Replacement Texture Name for MultiSkins[7] field (Package.Group.TextureName format)
D0_Name = Default Texture Name for MultiSkins[0] and Skin fields (Package.Group.TextureName format)
D1_Name = Default Texture Name for MultiSkins[1] field (Package.Group.TextureName format)
D2_Name = Default Texture Name for MultiSkins[2] field (Package.Group.TextureName format)
D3_Name = Default Texture Name for MultiSkins[3] field (Package.Group.TextureName format)
D4_Name = Default Texture Name for MultiSkins[4] field (Package.Group.TextureName format)
D5_Name = Default Texture Name for MultiSkins[5] field (Package.Group.TextureName format)
D6_Name = Default Texture Name for MultiSkins[6] field (Package.Group.TextureName format)
D7_Name = Default Texture Name for MultiSkins[7] field (Package.Group.TextureName format)
Thus for our entry above the code will look for all instances of class UnrealShare.Plant2 and replace the UnrealShare.Skins.JPlant21 textures with S3_UnrealShare.Skins.S3_JPlant21 textures.
To figure out where the texture assignment for each mesh is assigned you can look at the original code at the top of the class in the #exec statements loading the mesh information:
#exec MESHMAP SETTEXTURE MESHMAP=plant2M NUM=1 TEXTURE=Jplant21
In this case what it is doing is assigning the Jplant21 texture (TEXTURE=Jplant21) to the mesh (MESHMAP=plant2M) for all designated material #1 triangles. (NUM=1)
This information is also stored in the Multiskins array at runtime. In our case the Multiskins[1] stores the texture that will be assigned to all material #1 triangles.
Thus in order to replace the texture to all material #1 triangles we just need to assign a new texture to the Multiskins[1] array.
Each mesh can have up to eight materials assigned to it. (NUM=0 through NUM=7) This corresponds to the Multiskins[0] through Multiskins[7] array locations. Note that the Skin field is referencing the same memory location (I think) as the Multiskins[0] field and can be used to overwrite the material #0 assignments at runtime. This functionality is used by custom skins code currently.
Thus with all that said the assignments as I have them are correct. I have extensively tested them so I know the references are correct as I have them listed. I have provided all of the default texture information already. In the future as we modify the S3_* packages we will need to provide an updated UnrealTextureUpgrade.ini file also that references the new textures.
TexReplacer_Decoration[34]=(TClass="UnrealShare.Plant2",R0_Name="",R1_Name="S3_UnrealShare.Skins.S3_JPlant21",R2_Name="",R3_Name="",R4_Name="",R5_Name="",R6_Name="",R7_Name="",D0_Name="",D1_Name="UnrealShare.Skins.JPlant21",D2_Name="",D3_Name="",D4_Name="",D5_Name="",D6_Name="",D7_Name="")
A bit of a description of what all the fields mean follows:
TClass = target classname (Package.classname format)
R0_Name = Replacement Texture Name for MultiSkins[0] and Skin fields (Package.Group.TextureName format)
R1_Name = Replacement Texture Name for MultiSkins[1] field (Package.Group.TextureName format)
R2_Name = Replacement Texture Name for MultiSkins[2] field (Package.Group.TextureName format)
R3_Name = Replacement Texture Name for MultiSkins[3] field (Package.Group.TextureName format)
R4_Name = Replacement Texture Name for MultiSkins[4] field (Package.Group.TextureName format)
R5_Name = Replacement Texture Name for MultiSkins[5] field (Package.Group.TextureName format)
R6_Name = Replacement Texture Name for MultiSkins[6] field (Package.Group.TextureName format)
R7_Name = Replacement Texture Name for MultiSkins[7] field (Package.Group.TextureName format)
D0_Name = Default Texture Name for MultiSkins[0] and Skin fields (Package.Group.TextureName format)
D1_Name = Default Texture Name for MultiSkins[1] field (Package.Group.TextureName format)
D2_Name = Default Texture Name for MultiSkins[2] field (Package.Group.TextureName format)
D3_Name = Default Texture Name for MultiSkins[3] field (Package.Group.TextureName format)
D4_Name = Default Texture Name for MultiSkins[4] field (Package.Group.TextureName format)
D5_Name = Default Texture Name for MultiSkins[5] field (Package.Group.TextureName format)
D6_Name = Default Texture Name for MultiSkins[6] field (Package.Group.TextureName format)
D7_Name = Default Texture Name for MultiSkins[7] field (Package.Group.TextureName format)
Thus for our entry above the code will look for all instances of class UnrealShare.Plant2 and replace the UnrealShare.Skins.JPlant21 textures with S3_UnrealShare.Skins.S3_JPlant21 textures.
To figure out where the texture assignment for each mesh is assigned you can look at the original code at the top of the class in the #exec statements loading the mesh information:
#exec MESHMAP SETTEXTURE MESHMAP=plant2M NUM=1 TEXTURE=Jplant21
In this case what it is doing is assigning the Jplant21 texture (TEXTURE=Jplant21) to the mesh (MESHMAP=plant2M) for all designated material #1 triangles. (NUM=1)
This information is also stored in the Multiskins array at runtime. In our case the Multiskins[1] stores the texture that will be assigned to all material #1 triangles.
Thus in order to replace the texture to all material #1 triangles we just need to assign a new texture to the Multiskins[1] array.
Each mesh can have up to eight materials assigned to it. (NUM=0 through NUM=7) This corresponds to the Multiskins[0] through Multiskins[7] array locations. Note that the Skin field is referencing the same memory location (I think) as the Multiskins[0] field and can be used to overwrite the material #0 assignments at runtime. This functionality is used by custom skins code currently.
Thus with all that said the assignments as I have them are correct. I have extensively tested them so I know the references are correct as I have them listed. I have provided all of the default texture information already. In the future as we modify the S3_* packages we will need to provide an updated UnrealTextureUpgrade.ini file also that references the new textures.
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: Request for S3TC textures for Decorations
If a texture name is not listed in the replacment array or cannot be found when it tries to dynamically load it or if the package is not on the client machine, the reassignment fails (with a warning I think) but definately not a hard crash.
We can also dynamically replace procedural textures with other procedural textures without any problem.
I am still working on updating the procedural textures to a higher resolution. There are some serious limitations that I have to work around but I have a few (minor) test cases working at the moment. I am learning all about how they are stored at the bytecode level and making sure I understand everything before I try to create a replacement high res package. I think there are some serious texture size limitations with the Procedural Textures that will be impossible to work around but I am giving it a shot.
As far as packages go, I thought that you should make the S3_* version of the package that has the S3TC versions loaded to it and also have an HR_* version of the package that has the BMP or PCX high res versions loaded to it. That way we will not get the packages confused with each other by them using the exact same name. All it would require for each client is to have a different UnrealTextureUpgrade.ini file for each package.
Note: I also do not require all of the normal textures to be loaded into these new package versions you are creating at this time since I am referencing them with a full packagename.group.texturename reference. This could save on package download size.
We can also dynamically replace procedural textures with other procedural textures without any problem.
I am still working on updating the procedural textures to a higher resolution. There are some serious limitations that I have to work around but I have a few (minor) test cases working at the moment. I am learning all about how they are stored at the bytecode level and making sure I understand everything before I try to create a replacement high res package. I think there are some serious texture size limitations with the Procedural Textures that will be impossible to work around but I am giving it a shot.
As far as packages go, I thought that you should make the S3_* version of the package that has the S3TC versions loaded to it and also have an HR_* version of the package that has the BMP or PCX high res versions loaded to it. That way we will not get the packages confused with each other by them using the exact same name. All it would require for each client is to have a different UnrealTextureUpgrade.ini file for each package.
Note: I also do not require all of the normal textures to be loaded into these new package versions you are creating at this time since I am referencing them with a full packagename.group.texturename reference. This could save on package download size.
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: Request for S3TC textures for Decorations
I released the beta to a few of the serious Unreal developer and server operators already. All they lacked was the texture packages to get their test servers operating. I think we need to get some serious beta testing done before I do any more work on the code side of things. If someone else would like to be involved in the beta testing just let me know and I will send you the mutator. Lets give it a week or so for people to look over it and see if they can get it to operate for them before we make it public. I will make a big post at that time announcing its release and going into detail of its operation. We can add all of that information to the new webpages that you so quickly put together. Thanks BTW!!
Darn Floppy Feet!!
{KDS}BOZO/BOZO/LordBozo
{KDS}BOZO/
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DieHard SCWS
- Global Moderator
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- Joined: Sun Mar 16, 2003 11:33 pm
Re: Request for S3TC textures for Decorations
I could create another package with the high resolution BMP plants.
But as for remaining textures, Ahaigh may be able to create some, as for me, i have not have a good look at the textures, but most of them are skins and extremely difficult to create, at least for me.
I would not expect more textures from me soon. I may be able to work on those in time, like the books and lanterns(got those partially, since they were also used in the SkyCity package).
Obviously most of those textures are wrapped textures which is something i am not experienced at. But the textures that Ahaigh provided should give a cool start for testing purposes.
If its all for you the same, i prefer to have the package as complete as possible. Less errors, less trouble.............
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But as for remaining textures, Ahaigh may be able to create some, as for me, i have not have a good look at the textures, but most of them are skins and extremely difficult to create, at least for me.
I would not expect more textures from me soon. I may be able to work on those in time, like the books and lanterns(got those partially, since they were also used in the SkyCity package).
Obviously most of those textures are wrapped textures which is something i am not experienced at. But the textures that Ahaigh provided should give a cool start for testing purposes.
Once the package is create, like it is now, it leads more easy to errors later on if it lacks textures. Also, for the downloads, if you add 2 high resolution textures to the package, the package will double in size, having a 3 Mb base wont really matter in the downloads.Note: I also do not require all of the normal textures to be loaded into these new package versions you are creating at this time since I am referencing them with a full packagename.group.texturename reference. This could save on package download size.
If its all for you the same, i prefer to have the package as complete as possible. Less errors, less trouble.............
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Last edited by DieHard SCWS on Tue Mar 27, 2007 11:35 pm, edited 1 time in total.
DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
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BOZO
- OldUnreal Member
- Posts: 199
- Joined: Sat Nov 30, 2002 4:08 am
Re: Request for S3TC textures for Decorations
I'll work on extracting the 98 beta textures and getting them to you for addition to the high resolution packages. This will give us another 30 or so higher resolution textures we can start with.
Darn Floppy Feet!!
{KDS}BOZO/BOZO/LordBozo
{KDS}BOZO/
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ahaigh01
- OldUnreal Member
- Posts: 114
- Joined: Wed Mar 01, 2006 5:34 pm
Re: Request for S3TC textures for Decorations
quote from Diehard:
"In any case, i did create two packages, for all the downloads i refer to the created page:
http://www.celticwarriors.net/Website/UTU/UTU.htm
The normal package was created using the BMP files that are in the S3_UnrealShareFileTree.zip
In the S3TC version for S3_UnrealShare are 12 S3TC texture updates, all created and provided by Ahaigh:
UnrealShare.Skins.JPlant11
UnrealShare.Skins.JPlant21
UnrealShare.Skins.JPlant31
UnrealShare.Skins.JPlant41
UnrealShare.Skins.JPlant61
UnrealShare.Skins.S3_JTree11
UnrealShare.Skins.S3_JTree111
UnrealShare.Skins.S3_JTree121
UnrealShare.Skins.S3_JTree21
UnrealShare.Skins.S3_JTree31
UnrealShare.Skins.S3_JTree41
UnrealShare.Skins.S3_JTree61
UnrealShare.Skins.S3_JTree71
"
------------------------------------------------------------------------------------------------------------
Important ---
I downloaded and checked out the high res versions in this package that I did...
These are old, unfinished early versions of the plant and tree high res versions with lots of masking errors in them - please DON'T use these...
Here is a link to the finished versions in .dds format:
http://www.mediamax.com/kkorker/Hosted/unreal/u1files/plantsfinal.rar
The package will need to be rebuilt of course. I can make a new one if you would like. I think BOZO also mentioned getting rid of the S3_ on the front of all the texture names as well. Is that going to be the format?
"In any case, i did create two packages, for all the downloads i refer to the created page:
http://www.celticwarriors.net/Website/UTU/UTU.htm
The normal package was created using the BMP files that are in the S3_UnrealShareFileTree.zip
In the S3TC version for S3_UnrealShare are 12 S3TC texture updates, all created and provided by Ahaigh:
UnrealShare.Skins.JPlant11
UnrealShare.Skins.JPlant21
UnrealShare.Skins.JPlant31
UnrealShare.Skins.JPlant41
UnrealShare.Skins.JPlant61
UnrealShare.Skins.S3_JTree11
UnrealShare.Skins.S3_JTree111
UnrealShare.Skins.S3_JTree121
UnrealShare.Skins.S3_JTree21
UnrealShare.Skins.S3_JTree31
UnrealShare.Skins.S3_JTree41
UnrealShare.Skins.S3_JTree61
UnrealShare.Skins.S3_JTree71
"
------------------------------------------------------------------------------------------------------------
Important ---
I downloaded and checked out the high res versions in this package that I did...
These are old, unfinished early versions of the plant and tree high res versions with lots of masking errors in them - please DON'T use these...
Here is a link to the finished versions in .dds format:
http://www.mediamax.com/kkorker/Hosted/unreal/u1files/plantsfinal.rar
The package will need to be rebuilt of course. I can make a new one if you would like. I think BOZO also mentioned getting rid of the S3_ on the front of all the texture names as well. Is that going to be the format?
Last edited by ahaigh01 on Thu Mar 29, 2007 4:02 am, edited 1 time in total.
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DieHard SCWS
- Global Moderator
- Posts: 2064
- Joined: Sun Mar 16, 2003 11:33 pm
Re: Request for S3TC textures for Decorations
I will replace them as soon as possible 
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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
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ahaigh01
- OldUnreal Member
- Posts: 114
- Joined: Wed Mar 01, 2006 5:34 pm
Re: Request for S3TC textures for Decorations
Thanks Diehard,
Last night I forgot to put that I already created updated packages last year when I finished the textures. They should be functionally identical to the ones you have on your site - they just include all of the finished version except the Nalifruit texture, which I did a few months ago. The Nalifruit texture is included in the "plantsfinal.rar" file
here is a link to the packages - maybe it will save some work:
http://www.mediamax.com/kkorker/Hosted/unreal/HighRes_S3_UnrealShare.rar
http://www.mediamax.com/kkorker/Hosted/unreal/Normal_S3_UnrealShare.rar
I am assuming these are just for the benefit of BOZO being able to test with something, and if the naming convention is different now we will be rebuilding anyway. In short, go with the textures found in the plantsfinal.rar for anything new you build.
Last night I forgot to put that I already created updated packages last year when I finished the textures. They should be functionally identical to the ones you have on your site - they just include all of the finished version except the Nalifruit texture, which I did a few months ago. The Nalifruit texture is included in the "plantsfinal.rar" file
here is a link to the packages - maybe it will save some work:
http://www.mediamax.com/kkorker/Hosted/unreal/HighRes_S3_UnrealShare.rar
http://www.mediamax.com/kkorker/Hosted/unreal/Normal_S3_UnrealShare.rar
I am assuming these are just for the benefit of BOZO being able to test with something, and if the naming convention is different now we will be rebuilding anyway. In short, go with the textures found in the plantsfinal.rar for anything new you build.
Last edited by ahaigh01 on Thu Mar 29, 2007 2:22 pm, edited 1 time in total.
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BOZO
- OldUnreal Member
- Posts: 199
- Joined: Sat Nov 30, 2002 4:08 am
Re: Request for S3TC textures for Decorations
This is the naming convention I would like to see used for PUBLICLY released builds:
S3TC Package:
By S3TC I mean Textures that are of a greater resolution than those included in the standard UnrealShare.u , UnrealI.u, and Upak.u files and will be imported from DDS files into the package. This package will be provided to offer higher resolution texture support to all Open GL Unreal users.
Naming conventions as follows:
Package Names:
S3_UnrealShare.utx
S3_UnrealI.utx
S3_UPak.utx
Texture Names:
For a texture currently named
UnrealShare.Skins.JPlant21
name the new texture in the high resolution package
S3_UnrealShare.Skins.S3_JPlant21
// ---------------------------------------------------------------------------------------------------------------------------------
High Resolution Package:
By High Resolution I mean Textures that are of a greater resolution than those included in the standard UnrealShare.u , UnrealI.u, and Upak.u files.
These high resolution version will be imported from either base PCX files or BMP files into the package. I am envisioning that all of the Unreal98 Beta Textures that are of higher resolution will be added to this package in a short time. In addition, BMP versions of the S3TC textures that are created for the S3TC package will be added to this package. This package will be provided to offer higher resolution texture support to all Unreal users, regardless of if they are running Open GL.
Naming conventions as follows:
Package Names:
HR_UnrealShare.utx
HR_UnrealI.utx
HR_UPak.utx
Texture Names:
For a texture currently named
UnrealShare.Skins.JPlant21
name the new texture in the high resolution package
HR_UnrealShare.Skins.HR_JPlant21
// ---------------------------------------------------------------------------------------------------------------------------------
I will create two versions of the UnrealTextureUpgrade.ini file to reference these two base files. One version for OpenGL users and one version for general users. This will be a temporary expedient for this build only. In the future builds I will check to see what DisplayDriver is in use and modify the texure names accordingly on the fly. Thus the two seperate packages and naming formats. This will allow me to control many aspects within code to make sure people don't misconfigure their client so it will crash by referencing a texture type they cannot display.
S3TC Package:
By S3TC I mean Textures that are of a greater resolution than those included in the standard UnrealShare.u , UnrealI.u, and Upak.u files and will be imported from DDS files into the package. This package will be provided to offer higher resolution texture support to all Open GL Unreal users.
Naming conventions as follows:
Package Names:
S3_UnrealShare.utx
S3_UnrealI.utx
S3_UPak.utx
Texture Names:
For a texture currently named
UnrealShare.Skins.JPlant21
name the new texture in the high resolution package
S3_UnrealShare.Skins.S3_JPlant21
// ---------------------------------------------------------------------------------------------------------------------------------
High Resolution Package:
By High Resolution I mean Textures that are of a greater resolution than those included in the standard UnrealShare.u , UnrealI.u, and Upak.u files.
These high resolution version will be imported from either base PCX files or BMP files into the package. I am envisioning that all of the Unreal98 Beta Textures that are of higher resolution will be added to this package in a short time. In addition, BMP versions of the S3TC textures that are created for the S3TC package will be added to this package. This package will be provided to offer higher resolution texture support to all Unreal users, regardless of if they are running Open GL.
Naming conventions as follows:
Package Names:
HR_UnrealShare.utx
HR_UnrealI.utx
HR_UPak.utx
Texture Names:
For a texture currently named
UnrealShare.Skins.JPlant21
name the new texture in the high resolution package
HR_UnrealShare.Skins.HR_JPlant21
// ---------------------------------------------------------------------------------------------------------------------------------
I will create two versions of the UnrealTextureUpgrade.ini file to reference these two base files. One version for OpenGL users and one version for general users. This will be a temporary expedient for this build only. In the future builds I will check to see what DisplayDriver is in use and modify the texure names accordingly on the fly. Thus the two seperate packages and naming formats. This will allow me to control many aspects within code to make sure people don't misconfigure their client so it will crash by referencing a texture type they cannot display.
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: Request for S3TC textures for Decorations
S3TC package is updated with the new textures from Ahaigh.
There is still little i can do now, its too much stress on me the the SGC project. I may be able to create an HiRes package, though needs to be said, HiRes packages will become hugh downloads, since there is no compression in them.
And seeing the fact the site is reaching its maximum amount of data, it may not be possible to host them, unless the site gets additional webspace. A fast calculation, if the textures would be added as BMP in HiRes, the total size of HR_UnrealShare would reach between 2.0 and 3.2 Gb. I am not sure what way you want with it, because this will also be loaded in the memory while playing with such a package...........
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There is still little i can do now, its too much stress on me the the SGC project. I may be able to create an HiRes package, though needs to be said, HiRes packages will become hugh downloads, since there is no compression in them.
And seeing the fact the site is reaching its maximum amount of data, it may not be possible to host them, unless the site gets additional webspace. A fast calculation, if the textures would be added as BMP in HiRes, the total size of HR_UnrealShare would reach between 2.0 and 3.2 Gb. I am not sure what way you want with it, because this will also be loaded in the memory while playing with such a package...........
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Last edited by DieHard SCWS on Sun Apr 01, 2007 4:38 am, edited 1 time in total.
DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
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BOZO
- OldUnreal Member
- Posts: 199
- Joined: Sat Nov 30, 2002 4:08 am
Re: Request for S3TC textures for Decorations
Ouch.
I am thinking we should limit the High Resolution texture sizes to a maximum increase in resolution of 2x or 4x then....
I am thinking we should limit the High Resolution texture sizes to a maximum increase in resolution of 2x or 4x then....
Darn Floppy Feet!!
{KDS}BOZO/BOZO/LordBozo
{KDS}BOZO/
