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Unreal 227h Computers - Beta

For questions and discussion about UnrealEd, UnrealScript, and other aspects of Unreal Engine design.

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Z-enzyme
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Subject: Re: Unreal 227h Computers - Beta

Post Posted: 08 Sep 2012, 17:54

Okay, big update coming on, but probably with the release of 227i, as it uses ScriptedTextureX for computer rendering. Why?
- 32 bit texture XD
- Render styles of textures rendered and texts - translucent!
- Easy scaling.
- Non-Clipped Text.
why with 227i? There are some bugs in the ScriptedTextureX, tiling doesn't work correctly and Translucent render style is not a translucent render style... We'll see if it works later on. Hope Smirftsch will have some time to get it fixed.

User avatar SteadZ
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Subject: Re: Unreal 227h Computers - Beta

Post Posted: 08 Sep 2012, 19:33

Good to see that you're still working on this.
Any idea roughly when 227i will be released?
Image

Z-enzyme
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Subject: Re: Unreal 227h Computers - Beta

Post Posted: 08 Sep 2012, 20:11

The past two days I've been working with ScriptedTextureX and found like 3 things that aren't as they should be.
I have no idea.

Z-enzyme
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Subject: Re: Unreal 227h Computers - Beta

Post Posted: 09 Sep 2012, 20:29

Here comes the magic.

This time I concentrated on 'User Helpers' inside the Editor. Thus EditorTools are greatly expanded.
Also, ComputerX class added as purely experimental - for now it only displays things, nothing more really - with use of ScriptedTextureX.

Anyway, for the new EditorTools functions I will make a video tomorrow or someday when I have time.

Download Unreal 227h only.

Z-enzyme
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Subject: Re: Unreal 227h Computers - Beta

Post Posted: 10 Sep 2012, 16:43


User avatar SteadZ
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Subject: Re: Unreal 227h Computers - Beta

Post Posted: 10 Sep 2012, 18:04

Thanks for the great tut Qtit.
I spy new features in 227i. At first I thought that you were using Unrealed 3.
Image

Z-enzyme
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Subject: Re: Unreal 227h Computers - Beta

Post Posted: 10 Sep 2012, 18:42

Umm, well, ED looks almost the same as 227h. I've got additional brushes there.

User avatar Dr.Flay
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Subject: Re: Unreal 227h Computers - Beta

Post Posted: 10 Dec 2012, 20:56

Oooh, some nice textures have just turned-up that are perfect for this mod.
http://www.ut99.org/viewtopic.php?f=5&t ... =15#p26322
Last edited by Dr.Flay on 20 Apr 2013, 19:20, edited 1 time in total.

Z-enzyme
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Subject: Re: Unreal 227h Computers - Beta

Post Posted: 10 Dec 2012, 21:44

Wow, I love em! I might consider remaking those as Zac ain't that active anymore...

User avatar Dr.Flay
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Subject: Re: Unreal 227h Computers - Beta

Post Posted: 20 Jan 2013, 02:05

Here is a couple of shots from the train/platform thing, with the ENB mod.
As you duck or move towards the rail or control panel, or walls etc. The D.O.F. changes
Image
Image
This tunnel section was the perfect test :tup:

Z-enzyme
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Subject: Re: Unreal 227h Computers - Beta

Post Posted: 20 Jan 2013, 19:33

Ooh, does it work with 227i?
Can you send me a link and your settings on my PM?

Gotta get back to it and make it a nonBeta version XD

User avatar Dr.Flay
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Subject: Re: Unreal 227h Computers - Beta

Post Posted: 23 Jan 2013, 00:33

Well Last night, after taking a bunch more screenshots, I set the renderer to theoretically wrong settings.
ENB didn't do the normal thing of making the walls shiny and plastic.
Unreal + D3D9 just seems to work !

Will make sure I nail the DOF properly though.
The pics I did before changing still look great.
http://my.opera.com/Unreal-Tournament/albums/

The ENB download on my UT99 page has docs, examples, configs, config tool, extras, and my guide on how to set it up.

xRedStar
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Subject: Re: Unreal 227h Computers - Beta

Post Posted: 17 Nov 2013, 18:48

Hey I got the computer control to work, but there is no visibility of the screen in game... I am not so sure how to get it to work ingame :\

Z-enzyme
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Subject: Re: Unreal 227h Computers - Beta

Post Posted: 18 Nov 2013, 14:42

xRedStar wrote:Hey I got the computer control to work, but there is no visibility of the screen in game... I am not so sure how to get it to work ingame :\

Which Unreal version are you using?

You need to create ScriptedTexture, then add SourceTexture in this ScriptedTexture as a background,
then you add this to a scene on a BSP or static mesh, whatever, then you add ComputerBase and set the ScriptedTexture variable in the ComputerBase to your ScriptedTexture you've added to the level. Should work.
Remember:
You have to set FONT for the text to be displayed.
You have to se ClipX, it's where the text will be split into lines, if it's smaller than the first word you won't see any text.
You have to set Message_DrawOpacity to 255 if you want to have a text perfectly visible.

xRedStar
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Subject: Re: Unreal 227h Computers - Beta

Post Posted: 18 Nov 2013, 19:27

Ah I see! I had no clue about the ScriptedTexture part... basically all I have to do is export a computer from qcomputer and import as scripted texture? Anyways I took one of the scripted textures from your test level and applied it to a surface and it worked just fine. So yeah thanks very much for making this mod, I'll have a good time using it for my map.

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