View Full Version : Proceedual Textures
legacy-Miss Croft
06-01-2004, 02:10 AM
Does the engine still support proceedual textures/fractal animation like U1/UT99?
I cant see any use of it in the game even when i enable it in the ini file...
The fire effects in UT2004 seem to be particles or somthing now rather than volumetric brushes with proceedual textures, and the water looks crappy compared to UT99 IMO.
Can i still make fire textures and water textures like UT99?
legacy-Macoll
06-01-2004, 04:26 AM
If u are not happy with ut2004 --> play ut99 ...++ :eek:
legacy-Miss Croft
06-01-2004, 08:29 AM
Originally posted by Macoll
If u are not happy with ut2004 --> play ut99 ...++ :eek: uh, yeah. ++-- :o -->
Anyway, anyone got an answer for this?
Radiosity
06-01-2004, 09:08 AM
You can still create them, yes. Texture browser -> New. Select Procedural Texture from the dropdown box, and select WetTexture, FireTexture or whatever you want from the other dropdown box. Do package name and all that then click ok. Be sure to input the correct size for the new texture - the same size as the source texture you'll be using. Check out FireEngine.utx for an example, there's a procedural lava texture in there.
legacy-Miss Croft
06-01-2004, 09:32 AM
Awesome, thanks.
legacy-Fordy
06-01-2004, 11:52 AM
If you still have the original UT installed, you can load up texture packs that contain procedural textures such as lava and water and copy the ones you want to MyLevel for instance and use them in your UT2004 maps.
legacy-NiceDude
06-01-2004, 02:57 PM
ya.. i also think the proceedural textures are better than near invisible water. .. and still like them for fire too. they can do wonders for other objects too.
remember the intro fly around in Unreal .. around the castle? And even better if you had a 3D card back then and mirroring turned on to see the super polished looking pathways and other stuff in the game. The main thing i remember though is those proceedural texture flames. But then.. that reminds me that we no longer have the flickering flame lighting FX n stuff. :sour:
sadly.. with SO MANY other features, we havent had true mirror effects since UT99. Though you can turn on "mirror" it doesnt reflect players.
Heck.. i got plenty of kills on female friends when they would stop to look at themselves in the mirrors! :D
legacy-Miss Croft
06-02-2004, 08:48 AM
Originally posted by Fordy
If you still have the original UT installed, you can load up texture packs that contain procedural textures such as lava and water and copy the ones you want to MyLevel for instance and use them in your UT2004 maps. I didnt think of that! Thanks.
legacy-Miss Croft
06-02-2004, 08:58 AM
Originally posted by NiceDude
ya.. i also think the proceedural textures are better than near invisible water. .. and still like them for fire too. they can do wonders for other objects too. I reckon the cube mapped water looks pretty average in most places yes.
If you look at alot of the shader textures in UT2004, they seem to have gone down the Quake 3 line of doing things on the cheap: just stretching textures, scrolling them behind and alpha texture etc.
In Sepakku Gorge, i thought those blue pool/jump pad things were proceedual textures until i looked close...its just 2 textures slowly scrolling over each other. Guess it does the job.
For me tho, nothing beats the GreatFire.utx package. Proceedual textures were one of the areas of unreal that impressed me so much. They were bloodly slow tho.
remember the intro fly around in Unreal .. around the castle? And even better if you had a 3D card back then and mirroring turned on to see the super polished looking pathways and other stuff in the game. The main thing i remember though is those proceedural texture flames. But then.. that reminds me that we no longer have the flickering flame lighting FX n stuff. :sour: Unreal was great that way, certainly not a game i will forget (there are others that made more of an impression tho).
Why they disable the LE effects? I think it was performance and the fact that they cant be shown on static meshes, as they really rely on lightmapping. Those effects were actually proceedual/fractal lightmaps i believe (lightmaps are just textures afterall). They were nice for certain things, but sometimes a simple flickering light looked more realistic.
sadly.. with SO MANY other features, we havent had true mirror effects since UT99. Though you can turn on "mirror" it doesnt reflect players.
Heck.. i got plenty of kills on female friends when they would stop to look at themselves in the mirrors! :D Not sure why they disable this one, but it was probably for a good reason.:weird:
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