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Warp2Search - Your Daily Tech News Service / Graphics Cards & Drivers / General Graphics Card Talk / UT & geforce3, compressed textures - HOW?! =(

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UT & geforce3, compressed textures - HOW?! =(
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storm
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Post: #1
UT & geforce3, compressed textures - HOW?! =(

Could anyone please tell me how to enable compressed textures in UT, Ive installed all the large textures from the CD, but.. the game looks no different. Should I be using D3D or OGL to make it work, any ideas much apprectiated.

03-24-2002 10:45 AM
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Guest
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Post: #2
Re: UT & geforce3, compressed textures - HOW?! =(

Anonymous Wrote:
Could anyone please tell me how to enable compressed textures in UT, Ive installed all the large textures from the CD, but.. the game looks no different. Should I be using D3D or OGL to make it work, any ideas much apprectiated.



Eredman....

U need an S3 card to use the S3TX
sorry
I was angry too
long time ago

03-24-2002 12:22 PM
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Guest
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Post: #3
 

U have to use opengl api and also to edit the UnrealTournament.ini like this:
[OpenGLDrv.OpenGLRenderDevice]
DetailTextures=1
UseTrilinear=1
UseS3TC=1
UseTNT=0
LODBias=0
UseMultiTexture=1
UsePalette=1
UseAlphaPalette=0
Translucency=1
VolumetricLighting=1
ShinySurfaces=1
Coronas=1
HighDetailActors=1
MaxAnisotropy=0
AlwaysMipmap=0
UsePrecache=1
SupportsLazyTextures=0

and u need eventualy a special opengl.dll. All this works with a Nvidia based card like geforce2 or 3.

03-24-2002 02:24 PM
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Guest
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Post: #4
 

No you do not require a S3 card, I know any GeForce2 and up will do it, and I think but not 100% sure, it works also with any NVIDIA chipset of TNT,TNT2,all GeForces. You will have to run UT in OpenGL (Much better and faster then DirectX). Also you will have to update your UT OpenGL rendering device to the latest version download it here: http://unreal.epicgames.com/files/opengldrv.zip
Now I quote EPIC from the http://unreal.epicgames.com news page:
--------------------------------------------------------------------------
Updated beta OpenGL renderer March 11, 2001 - by Daniel Vogel

This is a zip with latest beta version of the OpenGL renderer. It mostly fixes a bug in parsing the ini file options. The previous released D3D driver was very buggy and as it only resulted in a performance increase on a very limited range of cards the zip doesn't contain an updated version. If you want to use D3D please use the D3D renderer from the 436 patch. To install the new OpenGL renderer simply unzip it into your UnrealTournament/System directory and modify your UnrealTournament.ini file so the OpenGLDrv.OpenGLRenderDevice section looks like below. If you want to use the compressed textures from the 2nd UT CD simply copy them over replacing existing textures and if you have problems using the textures from the 2nd CD in online games you might want to ask the server administrator to update his/her server. If you have a TNT or TNT2 you might have to set UseTNT to 1 depending on the version of the drivers you are using. If the game runs at ~ 1 frame per second it is a clear sign that UseTNT=1 is needed. Also please make sure that your desktop is set to 32 bit before starting the game.

[OpenGLDrv.OpenGLRenderDevice]
RefreshRate=75
DetailTextures=1
UseTrilinear=1
UseS3TC=1
UseTNT=0
LODBias=0
UseMultiTexture=1
UsePalette=1
UseAlphaPalette=0
Translucency=1
VolumetricLighting=1
ShinySurfaces=1
Coronas=1
HighDetailActors=1
MaxAnisotropy=0
AlwaysMipmap=0
UsePrecache=0
SupportsLazyTextures=0

Updated beta OpenGL renderer May 9, 2001 - by Daniel Vogel

This is a zip with latest beta version of the OpenGL renderer which fixes the black screen at exit bug. Thanks to NVIDIA for helping me track it down. There have been no changes which could affect performance or visual quality
--------------------------------------------------------------------------

Now while that may be there OGL settings I strongly recomend the following. Run UT in 16bit color mode, there may be some visual artifacts but the performance is worth it. There are also some registry settings need to be made, use a good utility like RivaTuner. Below is taken from my unrealtournament.ini file:

[OpenGLDrv.OpenGLRenderDevice]
Translucency=True
VolumetricLighting=1
VertexLighting=True
UseVertexSpecular=True
ShinySurfaces=1
Coronas=1
HighDetailActors=1
DetailTextures=0
UseTrilinear=0
UseS3TC=1
UseTNT=0
MinDepthBits=16
LODBias=0
MaxAnisotropy=0
SupportsLazyTextures=1
GammaOffset=0.000000
MaxLogTextureSize=0
MinLogTextureSize=0
MaxLogVOverU=0
MaxLogUOverV=0
MaxTMUnits=0
UseZTrick=1
UseMultiTexture=1
UsePalette=1
UseAlphaPalette=1
UsePrecache=False
DoPrecache=0
ShareLists=1
AlwaysMipmap=1
DisableSpecialDT=False
UseFilterSGIS=0
Use4444Textures=0
DescFlags=-1
Description=ASUS V7100PRO GeForece2 MX-400
RefreshRate=75

And if you do have a GeForce3 and would like even better image quality then I would change
DetailTextures=1
UseTrilinear=1
and run UT in 32bit color at 1024x768

{SW}Snake.PLiSKiN
snake_pliskin@pacbell.net

03-24-2002 02:52 PM
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Magic
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Post: #5
 

All you gotta do is opening your ini-file (e.g. UnrealTournament.ini / TacticalOps.ini and so on) in your ut\system-dir with an editor and change the DetailTextures=False to DetailTextures=True. It doesn't matter wich render you choose (opengl or d3d) but in my opinion d3d is more stable.

This only works with graphics cards capable of texture compression (e.g. Voodoo3 and later / GeForce series) :wink:

My System:
Athlon XP 1800+
KT3 Ultra ARU
512MB CL2 DDR-RAM (PC266)
Visiontek GeForce4 Ti4600
SB Audigy Player
SB Inspire 5700Digital 5.1 Speaker system
16xDVD/24xCD-RW
WinMe

03-24-2002 08:22 PM
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RANDY
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Post: #6
 

I had the same problem with my GF2GTS (32Mb).
Before i put later nVidia drivers on, i COULD enable compressed textures, but after the driver upgrade, it lagged from 90fps down to 3 or 4 fps at certain places in the maps. =-o weird.

nvMax is a little app that lets you play around/tweak your nvidia-based card, there is an option to "Force S3TC compression". Which i had no dramas enabling. These other guys are thinking of S3 compression for your UT, but you didnt explain that UT/Q3 has a "compressed textures" option, which is part of the quake3 engine.

I now have a GF4MX440, and the latest drivers (22.70) and it all works perfectly again. I suggest you go back to 23.11 or 23.12 to resolve your issues, and enable the forcing of texture compression in nvmax. =-]

good luck!

(-|DE|-RANDY in Wireplay UT)

03-25-2002 06:21 AM
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=(wA'tNc)=Magic
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Post: #7
 

Anonymous Wrote:
I had the same problem with my GF2GTS (32Mb).
Before i put later nVidia drivers on, i COULD enable compressed textures, but after the driver upgrade, it lagged from 90fps down to 3 or 4 fps at certain places in the maps. =-o weird.

nvMax is a little app that lets you play around/tweak your nvidia-based card, there is an option to "Force S3TC compression". Which i had no dramas enabling. These other guys are thinking of S3 compression for your UT, but you didnt explain that UT/Q3 has a "compressed textures" option, which is part of the quake3 engine.

I now have a GF4MX440, and the latest drivers (22.70) and it all works perfectly again. I suggest you go back to 23.11 or 23.12 to resolve your issues, and enable the forcing of texture compression in nvmax. =-]

good luck!

(-|DE|-RANDY in Wireplay UT)


UT doesn't use the Quake3 engine! And I seriously doubt that forcing S3TC in Nvmax helps enabling with Q3 much because the option is for d3d and Q3 uses OpenGL. Also any GeForce user should give the latest Detonators 28.32 at least a try. About the UT-dxtc issue it's like I said: Change the parameters in the ini-file with your editor(notepad).

a little spamming:
If you think you are good at playing Tactical Ops visit http://www.watnc.de.vu

03-25-2002 10:44 AM
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stom
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Post: #8
ta

thanks for all the replies, I'l try it out now.

03-25-2002 12:06 PM
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storm
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Post: #9
hum

well, It enabled detail textures, that normal effect where it gets more detailed as u get closer. But i cant seem to see any high quality compressed textures...

03-25-2002 12:23 PM
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=(wA'tNc)=Magic
Unregistered


Post: #10
Re: hum

Anonymous Wrote:
well, It enabled detail textures, that normal effect where it gets more detailed as u get closer. But i cant seem to see any high quality compressed textures...


UT only uses DXTC for the detail textures (dt) but you should be able to see the difference anywhere. Try it for yourself: make a screenshot from the same scene with and w/o dt enabled (press f9 ingame) and compare them.

Have phun 8)

03-25-2002 02:10 PM
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RipFlex
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Posts: 11
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Post: #11
 

I use Daniel's Vogel OpenGL Renderer in 1152x864x32 bit just about every option on, NO COMPRESSED TEXTURES.

[OpenGLDrv.OpenGLRenderDevice]
Translucency=1
VolumetricLighting=1
ShinySurfaces=1
Coronas=1
HighDetailActors=1
DetailTextures=1
RefreshRate=120
UseTrilinear=0
UseS3TC=0
UseTNT=0
LODBias=0
UseMultiTexture=1
UsePalette=1
UseAlphaPalette=1
UseGammaExtension=0
UseModulatedGamma=0
UseTripleBuffering=1
MinDepthBits=16
MaxLogUOverV=8
MaxLogVOverU=8
ShareLists=0
AlwaysMipmap=1
UsePrecache=1
MaxAnisotropy=0
SupportsLazyTextures=1

I average 125 FPS which is groovy !! LOL


P4-2.2Ghz, 512 Kb Cache
1024 MB RD RAM
Hercules Digifire 7.1
Geforce 4 Ti 4600 (300mhz/650mhz)
WindowsXP
NOTHING OCed
03-26-2002 03:20 PM
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RANDY
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Post: #12
 

Anonymous Wrote:
UT doesn't use the Quake3 engine! And I seriously doubt that forcing


OOPS!! I thought he was referring to the TC for Q3 called "Urban Terror!" LOL!!.. still.. i had the same prob. =-]

03-28-2002 02:29 AM
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Guest
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Post: #13
 

I know for a fact UT in OpenGL mode supports S3TC, and I also know for a fact it works on Radeons and Radeon 8500's with any driver 6025 (XP) and earlier.

There are also tweaks to make it work on later versions of Radeon Drivers.

Don't know if nV drivers support it, use SiSoft Sandra's diagnostics to see if the OpenGL extension is there.


-CYBORG.

05-21-2002 01:36 AM
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