Post Processing, Particle and Texture mods?

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UTNerd24
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Post Processing, Particle and Texture mods?

Post by UTNerd24 »

I know the first thing your thinking: Post Processing In UT? That's impossible!
Well actually, contrary to your beliefs, I actually found a PP mod a few years ago. But ever since I got my new computer, I lost it and was wondering if anyone still knows where it is or if they have it themselves?

As for Particles, Im pretty sure I saw a mod somewhere that gives the Original Unreal weapons particle-like effects. Similar to Marisa's works. (SWWM) If anyone finds that mod, would it be compatible with UT and is there a version that remakes the UT particles? Im perfectly aware that the Unreal Engine has amazing capabilities. Thats why I wanna see how far they can go!

So Im messing around with texture options and I found an option that unsmooths them like DOOM, but it makes the lighting look blocky. Is there anyway I can keep the smooth lighting while keeping the smoothed textures? Also, is there any HD weapon textures out there?

And just to get this off my back, are there any HQ sound packs as well? Mostly for Unreal 1 Ambiance. Since most sounds in question are stock and royalty free (Not that theres anything wrong with that) I can imagine they might be easy to find. But then again, I could try myself! For instance, I do believe that some of the Skaarj sounds are actually made by Camels.

So yeah, Thanks to anyone who can answer any of these! I know it sounds lazy, but these kinds of things are harder to find than you think. :?
I've been playing UT for so long it's practically tradition.
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Re: Post Processing, Particle and Texture mods?

Post by papercoffee »

You should have wrote this thread in "Download Search".
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Re: Post Processing, Particle and Texture mods?

Post by UnrealGGecko »

papercoffee wrote:You should have wrote this thread in "Download Search".
Agreed and Moved :wink: .
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Re: Post Processing, Particle and Texture mods?

Post by UTNerd24 »

My Mistake. Sorry about that!
And I thought you retired Papercoffee?
I've been playing UT for so long it's practically tradition.
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Re: Post Processing, Particle and Texture mods?

Post by papercoffee »

UTNerd24 wrote:My Mistake. Sorry about that!
And I thought you retired Papercoffee?
Old habits die hard ;)
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Re: Post Processing, Particle and Texture mods?

Post by UTNerd24 »

So someone just gave me a link to the UTSDK. Is there any way for Its effects to be used in-game?
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Re: Post Processing, Particle and Texture mods?

Post by Radi »

UTSDK is not finished and probably we never see it final state.
You can use SDK features but half of them are broken now or not working properly - also if UTSDK become finished, many many stuff that you use now might not work later..
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Re: Post Processing, Particle and Texture mods?

Post by UTNerd24 »

Ok then...

What about the other stuff? Like Post Processing?
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Re: Post Processing, Particle and Texture mods?

Post by Radi »

I dont know, I don't toyed with UTSDK much. But on the other hand, if you want to distribute a map made with SDK, user need SDK too... SDK future is a big 'UNKOWN'. You can made maps using that great tool, but Shadow (author of SDK) can move/rewrite some classes later which leads to some incompabilities. As I know, many features of SDK are unfinished, but only Shadow can clear everything in that matter :)
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Re: Post Processing, Particle and Texture mods?

Post by Dr.Flay »

The updated Unreal weapons are for Unreal227
http://www.unrealsp.org/viewtopic.php?f=3&t=2629

The UTSDK comes with the updated UT effects in the included weapons.
You can use the SDK and are encouraged to do so, however each version is not always compatible as some functions have been removed or replaced.
To see how to use the effects ingame, you can look at the included demo map. The flaming torches on the wall look amazing up close.

SweetFX ?
http://reshade.me
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Re: Post Processing, Particle and Texture mods?

Post by papercoffee »

Feralidragon wrote:So let's start with that one: post-processing, as the name tells in itself, is additional processing made *after* the main processing takes place.
In the case of graphics, post-processing is just the process of modifying the final 2D rasterized graphical output of the graphic card, in other words, is almost like applying "photoshop" like effects to the 2D image that will be displayed in your screen, such as modifying each individual final pixel color to something else for example, or applying a blur, increase or decrease saturation, etc.
Post-processing in UT is impossible without writing a custom render driver, like a custom OpenGL or D3D driver. You can mimic some effects using the canvas alone, but that's not "post-processing".
Shadow implemented a bit of post-processing in his SDK (his own OpenGL render driver), but it's post-processing in its most basic form (color change, and very limited at that).
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