Page 1 of 1

CompFormat in 227?

Posted: Tue Jan 05, 2010 2:05 am
by Jâçkrâßßit
When trying to run the S3TC textures from the second disk of my UT install in 227, I find this missing property in Engine.Texture (CompFormat).  Can this be added to Engine.Texture to possibly make the UT S3TC textures compatible with 227g?  I'm hoping this is the only property making S3TC textures incompatible for U1 S3TC.

EDIT:
Okay, investigating further I found this:

UT Engine.Texture:

Code: Select all

// Mipmaps.
var private native const array Mips, CompMips;
var const ETextureFormat CompFormat;
Unreal 227 Engine.Texture:

Code: Select all

// Mipmaps.
var private native const array Mips, DecompMips;
var private native ETextureFormat DecompFormat;

Re: CompFormat in 227?

Posted: Tue Jan 05, 2010 8:37 am
by Smirftsch
UT uses a very strange compression on their 2nd CD. The files don't only contain the S3 Textures but also the uncompressed version of the texture. This mix was probably introduced to work around some bugs and problems they had which are fixed in the 227 release so that it is not necessary anymore to use this hacky solution.
227's system now contains also support DXT3/DXT5 which will hopefully help DieHard with his URP to increase the quality of his texture packs even more. Because of the fixes and the improvements it wouldn't make much sense to include UT's version, even a big step back.
Currently there are 2 solutions for this problem. A stripping tool which makes the UT textures a clean S3 package (should be somewhere in the download section still I hope) or to use one of DieHards reworked and way more detailed high resolution versions from www.unrealtexture.com

Re: CompFormat in 227?

Posted: Tue Jan 05, 2010 11:44 am
by GreatEmerald
AFAIK they included the normal textures so they would display correctly in UnrealEd. If you used UT UTRP S3TC textures, the editor crashes once you view some of the S3TCs (like, Ancient package). Not checked if this still occurs in U1 227, though.

Re: CompFormat in 227?

Posted: Tue Jan 05, 2010 7:43 pm
by Jâçkrâßßit
Currently there are 2 solutions for this problem. A stripping tool which makes the UT textures a clean S3 package (should be somewhere in the download section still I hope) or to use one of DieHards reworked and way more detailed high resolution versions from www.unrealtexture.com
Because I am not doing this for myself and rather for a conversion project for UT,  to guarantee a 1-to-1 conversion I need to be using the S3TC textures that came with the second disc on UT.  I was not able to find the stripping tool on this site anywhere.  Can someone provide a link or send it to me directly via MSN?

Re: CompFormat in 227?

Posted: Tue Jan 05, 2010 10:35 pm
by Pitbull
Any available tools are here.

http://www.oldunreal.com/editing.html

The original s3tc converter is in the OMP patches.

http://www.oldunreal.com/specialpatches.html

Re: CompFormat in 227?

Posted: Wed Jan 06, 2010 12:10 am
by DieHard SCWS
If you want to extract the textures you can use the UTpackage tool: UTPT_v2.0_Beta5.zip


There was also a tool to convert the packages for the use in Unreal, but it kinda became obsolete after the URP/UTRP project started. You can find it on this page: Tools


But i asume, if you run this tool, it will render the packages useless for UT, since UT and Unreal packages are net-incompatible to eachother. And since it processes the packages to Unreal, compatibility will be lost for UT.
.
.

Re: CompFormat in 227?

Posted: Wed Jan 06, 2010 8:11 am
by Smirftsch
compatibility with texture packages should be no problem I think after stripping, UT can use those too, just maybe some of the glitches which were the reason for this merge, as mentioned above could appear, no idea how many of these have been fixed until 4.36

Re: CompFormat in 227?

Posted: Fri Jan 08, 2010 12:04 am
by DieHard SCWS
compatibility with texture packages should be no problem I think after stripping, UT can use those too

For the URP and UTRP project i have to use the origianl packages that came with Unreal for the S3TC Unreal packages, and vice versa i have to use the original UT packages to compile the S3TC UT packages. If i dont, than an online mismatch occurs. This means that the GUID from both games are different.


And i asume if you use the S3TCext tool on the UT textures they all of a sudden become Unreal netcompatible, so i can only asume they loose UT compatebillty at the same time.


But i am not an expert, and maybe the tool makes them compatible for Unreal and UT at the same time, i dunno. But just at first glance i would asume it looses compatebillity in favor of Unreal.
.
.
.

Re: CompFormat in 227?

Posted: Fri Jan 08, 2010 8:34 am
by Smirftsch
oh well, dots had a suggestion to add some dummy class which makes Unreal load the package but just ignores the merge and uses the S3 textures only. Should solve this problem. But needs to be tested yet ;)

Re: CompFormat in 227?

Posted: Fri Jan 08, 2010 9:37 am
by Jâçkrâßßit
oh well, dots had a suggestion to add some dummy class which makes Unreal load the package but just ignores the merge and uses the S3 textures only. Should solve this problem. But needs to be tested yet ;)
OH! that would be sweet! I owe dots one if he can pull it off.  Basically, a bunch of UT players would get errors in their UT directories otherwise when they link 227 to their UT texture directory.

Re: CompFormat in 227?

Posted: Fri Jan 08, 2010 12:25 pm
by GreatEmerald
Make sure you test UnrealEd's behaviour then. I'd assume that S3TC textures should be displayed as non-S3TC in the texture browser (maybe use a mipmap?). Not sure about the 3D viewport, though: on one hand, it would be nice to see S3TC in there, on the other hand, not everyone has S3TCs and it would eat a lot of resources...

Re: CompFormat in 227?

Posted: Fri Jan 08, 2010 8:08 pm
by Smirftsch
227g does display dxt (S3) textures also in texture browser and in 3D view, using decompressed mipmaps for the browser and internal soft decompression for 3D view if the renderer doesn't support hardware decompression.

Re: CompFormat in 227?

Posted: Sat Jan 09, 2010 1:11 am
by .:..:
I can confirm this works as intended now.