Results 1 to 18 of 18
  1. #1
    MSgt. Shooter Person
    Join Date
    Jul 2003
    Posts
    58

    Default UnrealEd looks...bleached!

    Hi all! Just a quicky this. Has anyone noticed that when launching UnrealEd, it's like the gamma of the screen gets raised?? When i alt-tab to another window or application, the screen returns to normal brightness. When I alt-tab to UED the brightness increases. This isn't so much of a problem but I can't seem to see the grid lines in the 2D shape editor. I'm guessing they're there, but I can't see them cos they're "bleached out". Any suggestions?? I'm using an NVidia GeForce Ti4200 128MB AGP8x running WinXP Pro, just in case that helps any

    Thanks all

    - Paul

  2. #2
    MSgt. Shooter Person
    Join Date
    Mar 2003
    Posts
    309

    Default

    yay wondered why no1 came around with this one for so long lol ^^


    neway about the brightness of ued. i higly recommend using the Search option of the forums. this problem ( and a couple others) are VERY comon. most ppl here are really helpfull but its starting to turn into a really BAD joke IMHO.

    neway a quick search turned up a whole bunch of threads:

    http://www.ataricommunity.com/forums...hreadid=301856

    http://www.ataricommunity.com/forums...hreadid=293470

    http://www.ataricommunity.com/forums...hreadid=293451

  3. #3
    MSgt. Shooter Person
    Join Date
    Jul 2003
    Posts
    58

    Default

    lol okay i've kidna sorted it, I used the advanced properties to adjust the contrast, gamma and brightness in the game engine so it more closely matched that of my desktop. now I'm having builder bush woes, specially with the 2D shape editor in the top view the builder brush is just one infinitely long red line. Now what *cries*

    **Edit: argh, sorry! Cheers, you replied just as I wrote that. Thanks all the same, I'd only JUST cracked it

    I'll do a forum search for probs with the builder brush too!

    - Paul

  4. #4
    MSgt. Shooter Person
    Join Date
    Jul 2003
    Posts
    58

    Default

    lol sorry to keep bumping my own thread and replying to me. I swear I won't do it any more. But, I've noticed on XP it sometimes doesn't like you messing with the target field in a shortcuts properties. In my case, it wouldn't let me change it at all and I thought I wouldn't be able to run with the no gamma switch. It just kept saying that the path specified in the target field was invalid So, here's a THIRD method of overcoming it, perhaps I will post it as a seperate thread/tip.

    Go to Start Menu => Programs => Accessories => Command Prompt

    in my case I type:

    d: <- this will be whatever drive letter you installed to

    [enter]

    cd ut2003 full\system <- this will be whatever dir you installed to

    [enter]

    edit ued.bat

    [enter]



    Now type in the command "unrealed.exe -nogamma"

    Now go File, Save, and close the command prompt. You'll now have your own little batch file that runs Ued with the no gamma switch! Useful for those of us recieiving a hard time from the ever troublesome XP Retarded Edition!

  5. #5
    MSgt. Shooter Person
    Join Date
    Sep 2002
    Posts
    68

    Default

    I was wondering about this myself.

  6. #6
    Redeemer
    Join Date
    Sep 2002
    Posts
    1,517

    Default

    its not a bug, its not your video card, its not broken. its working perfectly. its there for a reason. that reason is lighting.

    your GAME is brighter than windows. most video drivers bump game gamma to 130% so it looks brighter. so the editor bumps your gamma in windows to match that of the game. why? not to annoy you. but so that when youre doing your lighting, it looks like it will in the game.

    so go ahead and disable it. and when your map looks like a chicken puked it up, dont come to me and wonder why.

  7. #7
    MSgt. Shooter Person
    Join Date
    Jul 2003
    Posts
    58

    Default

    Hahaha easy on mate. And when you can't see the grid in the 2D shape editor because the shade of the gridline (which you cannot change) has been bought up to the same shade as the white background, then, in your words, "don't come to me and wonder why"!

    At the end of the day I'll probably construct the level with the -nogamma switch so I can see gridlines and not have a bleached out UI, and then when it comes to tweaking lighting I'll just set the editor to display something more akin to how it will look in the game. Simple, no?

  8. #8
    Redeemer
    Join Date
    Sep 2002
    Posts
    1,517

    Default

    a valid point. and in that case, it would be wise. fortunately, i have the rage3d tweaker installed and i can just alt-P and reset my gamma to default, which will show the grid in the 2d shape editor. but that thing isnt used as much as it should be, and for most people isnt a big problem. im more worried about everyones lighting, because i dont want to have to look at it if its really bright. it would look washed out in the game. and some people simply arent smart enough to put 2 and 2 together and realize that the nogamma tag is the cause.

  9. #9
    MSgt. Shooter Person
    Join Date
    Jul 2003
    Posts
    58

    Default

    Yeah I get ya. I was trying it out just now. Usually though what I'll usually do is just stick any old lights in approx. position just so I can get a rough idea of where's gunna be light, or dark (and also so I can see ). Then once my level is all constructed I go and do some indepth light editing (which I could do with the gamma set to 'game mode'). So the difference in brightness isn't much of a problem really.

  10. #10
    MSgt. Shooter Person
    Join Date
    Dec 2000
    Posts
    199

    Default

    Originally posted by Bonehed316
    a valid point. and in that case, it would be wise. fortunately, i have the rage3d tweaker installed and i can just alt-P and reset my gamma to default, which will show the grid in the 2d shape editor. but that thing isnt used as much as it should be, and for most people isnt a big problem. im more worried about everyones lighting, because i dont want to have to look at it if its really bright. it would look washed out in the game. and some people simply arent smart enough to put 2 and 2 together and realize that the nogamma tag is the cause.
    You just have to keep that in mind when using nogamma and then you'll have no problems.

    So far I haven't really used the nogamma tag.
    I just changed the brightness/gamma/contrast settings in UED, but it uses the same INI (well not anymore now) as the game so the game has the same brightness
    Works fine, and no my game ain't all dark now

  11. #11

    Default

    You should never have to use the 2d shape editor in 2k3 anyway.

  12. #12
    Seriously...
    Join Date
    Dec 2002
    Posts
    11,832

    Default

    Maybe, but the 2d brush creator has the same problems as the 2d-shape editor (vertices going towards the end of the world)
    Making a cube brush and then recreating the shape usually fixes it tho'.

  13. #13
    MSgt. Shooter Person
    Join Date
    Jul 2003
    Posts
    58

    Default

    Hmm, d'you guys not use the 2D shape editor then? I think it's pretty darn handy myself! But that's just me. It saves me so much time, although, I'm very much of the UT99 school of mapping (all BSP) as opposed to the new 2k3 static mesh method, which I still haven't gotten to grips with yet.

  14. #14
    Redeemer
    Join Date
    Sep 2002
    Posts
    1,517

    Default

    she said you dont "need" to use it. you could accomplish it all (and better) with static meshes, but the 2d shape editor is still quite handy, imo. though it has the ability to create bsp holes to a n00b, same with stairs (which should also be meshes)

  15. #15

    Default

    Yeah, it's not like you CAN'T use it, I just prefer to use as little bsp as possible in a level due to slower rendering times and errors that can occur with it.

  16. #16
    MSgt. Shooter Person
    Join Date
    Jul 2003
    Posts
    58

    Default

    Yeah thats a good point. My first experiments with it would leave entire faces missing from whatever surface it was touching :-\ not cool. But it's just trial and error I suppose. It's mainly cos I kept forgetting to de-intersect the shape before I added it, and it needed to triangulate the contacting face otherwise it would cause a BSP error. Either way, its about time I learnt how to make static meshes....which I'm still not sure I understand the principles and advantages of, but no matter.

    - Paul

  17. #17
    Boomshot
    Join Date
    Feb 2003
    Posts
    2,598

    Default

    If i'm correct your using winxp, when you launch unrealed, winxp automatically just buts the screen into 32bit which will make unrealed work & make it brighter.

    I used to have win98, and when i opened up unrealed i used to have to put in into 32bit display or unrealed won't work.

    Well thats what i think in any case and the colour never used to change in win98 once i had changed it to 32bit, so in theory it must be winxp changing over to 32bit resolution.

    MsM :up:

  18. #18
    MSgt. Shooter Person
    Join Date
    Dec 2002
    Posts
    358

    Default

    Originally posted by chimp_spanner

    edit ued.bat

    [enter]



    Now type in the command "unrealed.exe -nogamma"

    Now go File, Save, and close the command prompt. You'll now have your own little batch file that runs Ued with the no gamma switch! Useful for those of us recieiving a hard time from the ever troublesome XP Retarded Edition! [/B]

    that's awesome, thnx dude!!!!


 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.