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Is there a way to make your UT3 look like this?

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    Is there a way to make your UT3 look like this?

    http://www.youtube.com/watch?v=TLjseox365M&hd=1

    From my understanding this 'Lightmass' is some sort of complicated lighting algorithm only possible on the latest version of the UDK. Are there any INI tweaks that mimicks the way UT3 looks in this video?

    #2
    http://img.photobucket.com/albums/v3.../DX10UT_01.jpg

    Wow....

    Comment


      #3
      To answer your question: I don't know any...
      But that's what I have been always talking about when I said UT3 should have been brighter and more colorful like its forerunners. This screenshot and video shows exactly what I meant by this. When I have a better hardware I hope I can make my UT3 look like this. (I hope this is somehow possible)

      Comment


        #4
        Originally posted by Sly. View Post
        To answer your question: I don't know any...
        But that's what I have been always talking about when I said UT3 should have been brighter and more colorful like its forerunners. This screenshot and video shows exactly what I meant by this. When I have a better hardware I hope I can make my UT3 look like this. (I hope this is somehow possible)
        I think it is possible. Some guy said he changed a couple of lines in his INI file but he didn't specify what.

        http://forums.epicgames.com/showthread.php?t=706698

        Comment


          #5
          Sorry bud. The Unreal Engine 3 is not capable of that, only the 3.5, which was introduced with the UDK. That guy is running the UDK version of UT3, which is a bare-bones demo with only a few maps.

          There is no ini-edit that will rewrite the engine. My best analogy would be that there is no ini edit for UT99 to get it to look like UT3.

          Peace,
          -Rhykker

          Comment


            #6
            Originally posted by Rhykker View Post
            Sorry bud. The Unreal Engine 3 is not capable of that, only the 3.5, which was introduced with the UDK. That guy is running the UDK version of UT3, which is a bare-bones demo with only a few maps.

            There is no ini-edit that will rewrite the engine. My best analogy would be that there is no ini edit for UT99 to get it to look like UT3.

            Peace,
            -Rhykker
            I'm aware of that. But surely there are some INI tweaks that can graphically enhance the game (not to that level though).

            Comment


              #7
              Some of main improvements you see here are new lighting solutions. They use UnrealLightmass, DominantDirectionalLight, etc. UE3.5 also includes Ambient Occlusion (You can try turning it on in your GPU drivers for more realistic shading).

              All you can do is change some things in UTEngine.ini [SystemSettings] like LightEnvironmentShadows=True and DirectionalLightmaps=True and play a bit with available post processing effects. There's really not much more you can do with UT3's version of the engine. UDK has a lot more new features which make it look beautiful.

              See the difference between options in UDK and UT3:

              UDK
              Code:
              [SystemSettings]
              bUseMaxQualityMode=True
              StaticDecals=True
              DynamicDecals=True
              UnbatchedDecals=True
              DecalCullDistanceScale=1.0
              DynamicLights=True
              DynamicShadows=True
              LightEnvironmentShadows=True
              CompositeDynamicLights=True
              SHSecondaryLighting=True
              DirectionalLightmaps=True
              MotionBlur=True
              MotionBlurPause=True
              DepthOfField=True
              AmbientOcclusion=True
              Bloom=True
              UseHighQualityBloom=True
              bAllowLightShafts=True
              Distortion=True
              FilteredDistortion=True
              DropParticleDistortion=False
              bAllowDownsampledTranslucency=False
              SpeedTreeLeaves=True
              SpeedTreeFronds=True
              OnlyStreamInTextures=False
              LensFlares=True
              FogVolumes=True
              FloatingPointRenderTargets=True
              OneFrameThreadLag=True
              UseVsync=False
              UpscaleScreenPercentage=True
              Fullscreen=False
              AllowD3D10=False
              AllowRadialBlur=True
              SkeletalMeshLODBias=0
              ParticleLODBias=0
              DetailMode=2
              ShadowFilterQualityBias=0
              MaxAnisotropy=4
              MaxMultisamples=1
              MinShadowResolution=64
              MinPreShadowResolution=8
              MaxShadowResolution=800
              MaxWholeSceneDominantShadowResolution=1344
              ShadowFadeResolution=128
              PreShadowFadeResolution=16
              ShadowFadeExponent=.25
              ResX=1024
              ResY=768
              ScreenPercentage=100.000000
              SceneCaptureStreamingMultiplier=1.000000
              FoliageDrawRadiusMultiplier=1.000000
              ShadowTexelsPerPixel=1.27324
              PreShadowResolutionFactor=.5
              bEnableVSMShadows=False
              bEnableBranchingPCFShadows=False
              bAllowHardwareShadowFiltering=False
              bAllowBetterModulatedShadows=False
              bEnableForegroundShadowsOnWorld=False
              bEnableForegroundSelfShadowing=False
              bAllowWholeSceneDominantShadows=True
              ShadowFilterRadius=2
              ShadowDepthBias=.012
              CSMSplitPenumbraScale=.5
              CSMSplitSoftTransitionDistanceScale=4
              CSMSplitDepthBiasScale=.7
              UnbuiltWholeSceneDynamicShadowRadius=20000
              UnbuiltNumWholeSceneDynamicShadowCascades=3
              WholeSceneShadowUnbuiltInteractionThreshold=50
              bAllowFracturedDamage=True
              NumFracturedPartsScale=1.0
              FractureDirectSpawnChanceScale=1.0
              FractureRadialSpawnChanceScale=1.0
              FractureCullDistanceScale=1.0
              bForceCPUAccessToGPUSkinVerts=false
              bDisableSkeletalInstanceWeights=false
              UT3
              Code:
              [SystemSettings]
              StaticDecals=True
              DynamicDecals=True
              DynamicLights=True
              DynamicShadows=False
              LightEnvironmentShadows=False
              CompositeDynamicLights=False
              DirectionalLightmaps=False
              MotionBlur=False
              DepthOfField=False
              Bloom=False
              QualityBloom=False
              Distortion=False
              DropParticleDistortion=True
              SpeedTreeLeaves=False
              SpeedTreeFronds=False
              OnlyStreamInTextures=True
              LensFlares=False
              FogVolumes=True
              FloatingPointRenderTargets=True
              Trilinear=False
              OneFrameThreadLag=False
              UseVsync=False
              UpscaleScreenPercentage=False
              Fullscreen=True
              AllowD3D10=False
              EnableHighPolyChars=True
              SkeletalMeshLODBias=0
              ParticleLODBias=0
              DetailMode=0
              ShadowFilterQualityBias=-1
              MaxAnisotropy=0
              MaxMultisamples=0
              MinShadowResolution=0
              MaxShadowResolution=0
              ResX=1680
              ResY=1050
              ScreenPercentage=100.000000
              SceneCaptureStreamingMultiplier=1.000000
              FoliageDrawRadiusMultiplier=0.000000
              ShadowTexelsPerPixel=0.000000
              As you can see, UDK has a lot more to offer when it comes to shadows and lighting. Don't try adding lines from UDK which are not there in UT3 to UT3's ini. It won't change a thing cos there are no references to those values in UT3's engine. They are just configuration files...

              Comment


                #8
                It's kinda frustrating that Epic gave a tantalising glimpse of what's possible, but didn't patch it into UT3 and update other stock maps, giving the game a huge shot in the arm in the process. I mean Titan and patch weighed in at well over 1GB and imagine the work involved there.

                Comment


                  #9
                  It would take a lot more than a few new lighting tricks to give UT3 a shot in the arm. The game did not fail because it didn't look pretty. It was everything else.

                  Comment


                    #10
                    Originally posted by Moloko View Post
                    It's kinda frustrating that Epic gave a tantalising glimpse of what's possible, but didn't patch it into UT3 and update other stock maps, giving the game a huge shot in the arm in the process. I mean Titan and patch weighed in at well over 1GB and imagine the work involved there.
                    I'm sure Epic would have. But Midway released the game early, they needed money. Epic always does a good job when they have the time to do the job.

                    even still, UT3 still looks great. Maybe we could join together to see if Epic might release a small patch that allows for more graphical options. Could this be done with a mod?

                    Is there enough code to work with? Or is all of the visual stuff locked up with the key?

                    Comment


                      #11
                      They should just release UT4/UT2011 but of course that won't happen since arena shooters are dated and have died out (except for Halo which stoled a majority of ideas from the unreal franchise).

                      Comment


                        #12
                        Give it to us, Epic, we neeeeed it

                        Comment


                          #13
                          true

                          Originally posted by kaotrix View Post
                          They should just release UT4/UT2011 but of course that won't happen since arena shooters are dated and have died out (except for Halo which stoled a majority of ideas from the unreal franchise).
                          Same thought.

                          And why does nearly every 10th topic end with: Epic should make a new patch/UT - and then all of the people in the thread realize that this may never happen and some even start being nostalgic...

                          *starts thinking back* Unreal 1... beautiful game... UT99 hell yea.... 2k4... *drool* 3 ... no UT4... will miss these games... *stops dreaming*

                          A bit like me now..

                          and it is obvious that Epic won't work on a new UT right now because they will first develop Gears 3 and Bulletstorm. A third game would be too much.

                          Comment


                            #14
                            Bulletstorm is not Epic's directly, it's their smaller team People Can Fly, but there's really a lot of collaboration. Their main thing they're focused on right now is Gears 3. I'm sure they're putting everything in that game. After Gears 3 and few DLCs for it, I think they might start thinking about UT4 and see what and when they can start doing with UE4

                            Comment


                              #15
                              I'm aware of the fact that PCF did quite a lot (I read somewhere that it was even most of the work they did) and that it's not completly Epic's game but tbh who cares if the game will be good (I hope).

                              Well, and of course I hope that UT4 will be developed (although I would prefer an Unreal 3 instead of a new UT. I need some variety and I'm not really a Gears fan. Cover is for the weak! ) but when you take a look at the games (Gears and UT) you will notice that it seems that Gears is way more popular than UT And I have this foreboding that instead of UT4 (or maybe an Unreal 3) with UE4 they might make a new Gears with UT4 instead.

                              I guess I'm not the only U/UT player who is a bit worried about the U series, am I?

                              Comment

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