texture problem on DM-Manorfarm

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UTPe
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texture problem on DM-Manorfarm

Post by UTPe »

hi,
I've a problem on some textures on DM-Manorfarm map (see attached image).
A black background is displayed on trees textures every time a I play this map. The facts:

1) I play on a notebook with an nVidia GeForce 6800 and D3Dv9
2) when I change video renderer and use OpenGL, I've the same problem
3) when I take a screenshot of the map, the black background vanishes and I can see trees textures correctly
4) as far as I remember, this is the only map where I can notice this kind of video problem

I didn't understand yet if this problem is related to my video card drivers (the same happens on my desktop with an nVidia 9500GS and DV3v9) or some advanced video params on D3Dv9/OpenGL. Do you have any ideas or have you experimented the same issue in the past ?
thanks

cheers,
Pietro
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shot_manorfarm.jpg
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Re: texture problem on DM-Manorfarm

Post by noccer »

I dont have that problem

But i think it is one of these settings

OneXBlending=True
MaskedTextureHack=True
UseMultiTexture=True


Here are my D3D settings:
Spoiler
[D3D10Drv.D3D10RenderDevice]
Coronas=False
HighDetailActors=True
VolumetricLighting=True
ShinySurfaces=True
DetailTextures=True
Precache=False
Antialiasing=4
Anisotropy=8
VSync=False
ParallaxOcclusionMapping=False
LODBias=-2
BumpMapping=False
ClassicLighting=True
AlphaToCoverage=False
AutoFOV=False
FPSLimit=100
simulateMultipassTexturing=True
unlimitedViewDistance=True
DescFlags=0
Description=
This is my OPENGL
Spoiler
[OpenGLDrv.OpenGLRenderDevice]
FrameRateLimit=90
Translucency=false
VolumetricLighting=False
ShinySurfaces=true
Coronas=False
HighDetailActors=True
DetailTextures=True
UseBGRATextures=True
UseAA=true
UseSSE=True
UseTexIdPool=True
DynamicTexIdRecycleLevel=100
UseTexPool=True
SwapInterval=0
OneXBlending=True
TruFormMinVertices=0
TruFormTessellation=3
UseTruForm=False
NumAASamples=0
RequestHighResolutionZ=True
MaskedTextureHack=True
UseVertexProgram=False
UseCVA=False
UseMultiDrawArrays=False
AAFilterHint=0
TexDXT1ToDXT3=False
BufferClippedActorTris=False
SinglePassDetail=False
ColorizeDetailTextures=False
DetailClipping=False
UseDetailAlpha=True
RefreshRate=90
MaxTMUnits=0
ScreenFlashes=false
NoFiltering=False
UseFilterSGIS=False
MaxAnisotropy=0
UseTNT=False
Use4444Textures=False
UseS3TC=true
UseAlphaPalette=False
AutoGenerateMipmaps=False
UseTrilinear=False
UsePrecache=False
AlwaysMipmap=false
ShareLists=False
UsePalette=True
UseMultiTexture=True
UseZTrick=False
MaxLogTextureSize=8
MinLogTextureSize=0
MaxLogVOverU=8
MaxLogUOverV=8
GammaCorrectScreenshots=True
GammaOffset=0.600000
LODBias=0.000000
DescFlags=0
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
Description=
CacheStaticMaps=False
Use16BitTextures=False
ZRangeHack=True
NoAATiles=True
SmoothMaskedTextures=False
SceneNodeHack=True
UseFragmentProgram=False
UseSSE2=True
BufferTileQuads=False
SinglePassFog=True
DetailMax=0
Please note: I might have mixed settings for opengl and d3d in the opengl section since i just copied all settings from dohnal page.
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Re: texture problem on DM-Manorfarm

Post by UTPe »

the problem was not related to OneXBlending, MaskedTextureHack or UseMultiTexture params, changing them had no effect.
indeed, after looking at your video config and testing several params, I discovered the issue was caused by UsePrecache=True: If I change param value to False, I have no problem anymore ! the strange thing is this issue arose on this map only, never noticed it elsewhere.

thanks noccer ! :tu:
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Re: texture problem on DM-Manorfarm

Post by noccer »

Okay, so i was totally wrong with that, nice find ;)

A long time ago i had the same on SniperessCity, never found out why, but suddenly it was no more after changing driver and config :D
AllahuSnackbar :D
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Re: texture problem on DM-Manorfarm

Post by Chamberly »

lol noccer why snackbar? O.o

Anyway... yeah it would've been something else thing. Here is a copy of my .ini and try to compare it with your making changes (make a back up first) then see how it goes.
http://sja94.net76.net/ut/inis/downloads/Chamberly.rar (Siege keybind so don't copy everything, just go look in ut.ini for d3d9 or opengl.)
There are some other ini if this one doesn't work. http://sja94.net76.net/ut/inis/
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Re: texture problem on DM-Manorfarm

Post by Higor »

Mapper didn't create proper masked textures, and that's about it.
A masked texture imported from a 8 bit .PCX file with (0,0,0) transparent pixels at index 0 in palette won't cause these glitches.
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Re: texture problem on DM-Manorfarm

Post by UTPe »

noccer wrote:AllahuSnackbar :D
ahahah
you know, you're always welcome in the land of evil :mrgreen:

Chamberly wrote: Anyway... yeah it would've been something else thing. Here is a copy of my .ini and try to compare it with your making changes (make a back up first) then see how it goes.
http://sja94.net76.net/ut/inis/downloads/Chamberly.rar (Siege keybind so don't copy everything, just go look in ut.ini for d3d9 or opengl.)
There are some other ini if this one doesn't work. http://sja94.net76.net/ut/inis/
thanks for the infos Chamberly, I'll give it a try ! :tu:
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Re: texture problem on DM-Manorfarm

Post by Hook »

Also, see this same problem in this same map solved another way, and with additional discussion and reasoning - Here ...
in the Unreal Tournament 99/G.O.T.Y. - *PLAYER HOW-TO* section :tu:
http://hooksutplace.freeforums.org/rend ... t1801.html
Best to read the whole thread.
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Re: texture problem on DM-Manorfarm

Post by UTPe »

Hook wrote:http://hooksutplace.freeforums.org/rend ... t1801.html
Best to read the whole thread.
thanks Hook, I've just read the whole thread, it seeems people had different opinions about this kind of issues.
generally speaking, as said by Kelly (GoPo ?), it's not the textures that are corrupted, the problem is related to the configuration of the rendering engine used and the params of the textures imported.
now it's clear different gfx params are involved, just an example: a common problem I saw in the past for players who join sniper servers with modded rifles is a black blackground displayed on sniper scope (something alike the first image published in the thread), this often can be solved easily by using HighDetailActors=True but in this case, the tree textures on DM-Manorfarm, this was not enough for me to see the trees displayed correctly.
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Re: texture problem on DM-Manorfarm

Post by Chamberly »

Higor explained the detail... so when importing with the solution and saving map as new name, it won't appear.

I think that will also work in the common sniper rifle errors for black box too.
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Re: texture problem on DM-Manorfarm

Post by Dr.Flay »

Interesting that the precache option would make a difference.
Is it the new renderer from OldUnreal ?

On the subject of re-editing, I have to say that it would be better to add tree decos, and ditch those awful 2-sheet things.
With deco trees you can have a solid trunk and non-solid leaves.
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Re: texture problem on DM-Manorfarm

Post by Hook »

OK - apparently there are a few different problems going on - different for different people, depending on their renderers used and settings for them.
Also, different solutions for the different situations, and all stemming from the problem that was known to begin with -> the mapper not creating proper masked textures.
One or the other solution works for different people's setup.

Yes, Dr.Flay has the best solution IMO! Yes, change (swap out) those trees! :tu:
I'll add that map to my To-Do list to fix, as we run that map on CMM. :wink:
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Re: texture problem on DM-Manorfarm

Post by Dr.Flay »

The William Sherriff collection has a choice of regular trees for Earth-based maps.
They are a good option due to their common use in custom maps, so many people already have some of the files.
https://yourunreal.wordpress.com/2012/11/06/ws-decos/

Using deco trees with the collision cylinder on means that you can camp from the top of the trunk hidden in the tree canopy :satan:
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Re: texture problem on DM-Manorfarm

Post by noccer »

Higor wrote:Mapper didn't create proper masked textures, and that's about it.
A masked texture imported from a 8 bit .PCX file with (0,0,0) transparent pixels at index 0 in palette won't cause these glitches.
So could you use masked transparent tectures on skins?
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