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Posted: 17 Feb 2009, 22:19
by jackrabbit
Shivaxi wrote:The default Unreal settings have Volumetric Lighting (aka Fog) and Shiny Surfaces (aka Reflections) turned off. So basically your saying that nobody should utilize these effects in their map packs because the default settings of Unreal do not support them.

I see all these map packs that require this and that to be downloaded or tweaked or modified or whatever...but mine can't simply have one thing changed in the render settings for you to be able to see the credits...what the hell...


Comparing Fog and Reflective surfaces (graphics setting) to credits (part of the map pack) doesn't make sense. In the graphic settings you should have the boolean option where in the second example it should always work regardless of settings.

Keep in mind that Hellscrag is using the same scheme for every pack he reviews.

If the problem makes you so unhappy then just remove the credits :P

Posted: 17 Feb 2009, 22:21
by Shivaxi
Yeah I didn't know about it until after I released it. It worked for me and my beta testers, so I didn't think others would have a problem.

But I'll be sure to mention something about it in WTF Series 2, as I'm sure the credits will be in the same manor

Posted: 17 Feb 2009, 22:32
by Hellscrag
Shivaxi wrote:Yeah I didn't know about it until after I released it. It worked for me and my beta testers, so I didn't think others would have a problem.

But I'll be sure to mention something about it in WTF Series 2, as I'm sure the credits will be in the same manor


I thought the problem w/ mipmaps in D3D only affected textures larger than 256x256. I may be wrong about that, but if I'm right and you're using textures larger than 256x256 then can't you break them up into smaller "tiles"?

Posted: 17 Feb 2009, 22:39
by jackrabbit
Hellscrag wrote:
Shivaxi wrote:Yeah I didn't know about it until after I released it. It worked for me and my beta testers, so I didn't think others would have a problem.

But I'll be sure to mention something about it in WTF Series 2, as I'm sure the credits will be in the same manor


I thought the problem w/ mipmaps in D3D only affected textures larger than 256x256. I may be wrong about that, but if I'm right and you're using textures larger than 256x256 then can't you break them up into smaller "tiles"?


:tup: yeah, I think that should solve the problem. Although, I'm not really sure about the 256x256 limit because I haven't used D3D for years *currently runs in D3D9*

I'm guessing though that the D3D your talking about Hellscrag is the default D3D from UT? If its the Unreal D3D driver, I would seriously update that or use OpenGL! :) Heck, I would prefer Software Rendering over that driver :lol:

Posted: 17 Feb 2009, 22:47
by Hellscrag
I don't use D3D (!). I use Donahal's OpenGL renderer, which gets the job done. But I do have vague memories of the D3D mipmapping bug from when we were working on Deja Vu.

Posted: 17 Feb 2009, 23:30
by Mister_Prophet
I saw the credits fine.

Posted: 18 Feb 2009, 03:47
by Shivaxi
Thank you Prophet :P

And to Hellscrag: The credits texture is already much over 256x256 and it is tiled. I don't use D3D though, I use the 227's OpenGL renderer.

Maybe Mister Prophet can post his settings to see what the difference is, and why he can see it clearly? Do you have mipmaps turned off Prophet?

Posted: 18 Feb 2009, 06:47
by Mister_Prophet
I have standard OpenGL settings really. My mipmaps are set to true. Credits looked crystal clear, and I did like the opening/ending cinematic of your pack quite a lot (even if they were brief).

Posted: 18 Feb 2009, 16:42
by Shivaxi
Mister_Prophet wrote:I have standard OpenGL settings really. My mipmaps are set to true.


Hmm....so it's not mipmaps after all....this is a "wtf" thing lol :P

Mister_Prophet wrote:Credits looked crystal clear, and I did like the opening/ending cinematic of your pack quite a lot (even if they were brief).


Thanx! :D 8)