TUTORIAL: Bloom for UT99

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SzGergo
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Re: TUTORIAL: Bloom for UT99

Post by SzGergo » Sat Aug 28, 2010 9:27 pm

some self-made masked textures got "unmasked" for me with the d3d9 renderer...

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Re: TUTORIAL: Bloom for UT99

Post by SzGergo » Tue Aug 31, 2010 11:09 pm

oh, and it does not matter how is set the two "MaskedHack" and "SmoothMasked" switches, they remain unmasked. And it is very annoying, cos not every home-made masked texture does this. And the original textures do not do that at all.
Any ideas?

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Re: TUTORIAL: Bloom for UT99

Post by Myth » Tue Sep 14, 2010 6:40 pm

hmm... this never happened to me... I have no idea what it could be. I also stopped using this cause I care more about my pc's performance and my gaming performance for which the opengl drv is the best.

I suggest using different versions of dx9 render, updating your directx version, updating your gfx card drivers.

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Re: TUTORIAL: Bloom for UT99

Post by Dr.Flay » Fri Jan 20, 2012 12:01 am

Here are a couple of shots showing the glossyness of ENB Series.
ImageImage
More pics done "with and without" ENB switched on are in my gallery.
http://my.opera.com/dr-flay/albums/show.dml?id=10662982
All these pics are from the CTF version of GangOfFrontCity I am working on (think of the film Cloverdale).
...Yes they are working vehicles :rock:

Note: I have packaged a complete archive of ENB plus any and all extra files needed or useful. It is in a 5MB 7zip file.
This has lots of exmaple configs and help, including a quick Google-translation of the Russian help file for ENBTuner (needs to be done properly).
http://my.opera.com/dr-flay/blog/unreal

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Re: TUTORIAL: Bloom for UT99

Post by EvilGrins » Fri Jan 20, 2012 6:25 am

From the Spidey to the Green Lantern, you're using Chris Ollis' superhero skin packs.

I team colored most of those!
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:

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Dr.Flay
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Re: TUTORIAL: Bloom for UT99

Post by Dr.Flay » Sat Jan 21, 2012 11:22 pm

Yeah I have two comic packs installed. Spidey and Judge Anderson are my two hardest bots to try and sneak up on. I set them on max alertness as Spidey has "Spidey-sense" and Anderson is psychic :satan:

No comment on the bloom effect then ?

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Re: TUTORIAL: Bloom for UT99

Post by EvilGrins » Sun Jan 22, 2012 4:57 am

Dr.Flay wrote:No comment on the bloom effect then ?
That is nice too.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:

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Re: TUTORIAL: Bloom for UT99

Post by papercoffee » Mon Jan 23, 2012 9:34 am

The Bloom effect is cool ...but nowadays every F***ing FPS use it and it looks so unrealistic in so many cases.
If you don't wash your eyes out with vinaigrette you will never have the Bloom effect in real-live.

But I have to point out ... "unrealistic" fits UT perfectly. :mrgreen:

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Re: TUTORIAL: Bloom for UT99

Post by Saya-chan » Mon Jan 23, 2012 8:47 pm

Obligatory
Image
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UT Sniper (SJA94)
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Re: TUTORIAL: Bloom for UT99

Post by UT Sniper (SJA94) » Mon Jan 23, 2012 10:09 pm

Thats a good way of putting it^^, bloom makes me blind, most of the time too.
Find the Latest player inis https://ooper.000webhostapp.com/ut/newinis/ (2019 version)
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Re: TUTORIAL: Bloom for UT99

Post by Dr.Flay » Tue Jan 24, 2012 12:32 am

Actually I do agree, most of the time it just makes it harder to see things, or makes it look like a soft-focus love scene :lol2:
but I have found with the right maps it can enhance it very nicely (a lot of people fail to set it up properly and it looks awful or just strange).
This GangOfFrontCity map is perfect for it, as it is a dark map, but with lots of lights (try those kind of maps).
If UT mappers added the day and night tags Deus Ex maps use it would behave a lot better for bright day maps (not sure if it can be added).

I may have to make a list of maps that work well with it. :wink:
DM-Deadwood works well with it.
Shadow is building bloom into the SDK so it will become a standard feature, though may well look different to ENB.

@Saya-chan
Nice post :tu:

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Shadow
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Re: TUTORIAL: Bloom for UT99

Post by Shadow » Tue Jan 24, 2012 2:36 am

Dr.Flay wrote:Actually I do agree, most of the time it just makes it harder to see things, or makes it look like a soft-focus love scene :lol2:
but I have found with the right maps it can enhance it very nicely (a lot of people fail to set it up properly and it looks awful or just strange).
This GangOfFrontCity map is perfect for it, as it is a dark map, but with lots of lights (try those kind of maps).
If UT mappers added the day and night tags Deus Ex maps use it would behave a lot better for bright day maps (not sure if it can be added).

I may have to make a list of maps that work well with it. :wink:
DM-Deadwood works well with it.
Shadow is building bloom into the SDK so it will become a standard feature, though may well look different to ENB.

@Saya-chan
Nice post :tu:
Hm don't know yet if I'm really implementing Bloom, I think it's kinda overrated real HDR is better anyway and post processing isn't anything.
Image

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Re: TUTORIAL: Bloom for UT99

Post by Dr.Flay » Wed Jan 25, 2012 11:07 pm

Just as well ENB does a lot more than add bloom.
You can use it without bloom, if you just want D.O.F. or bump-mapping etc.

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Re: TUTORIAL: Bloom for UT99

Post by papercoffee » Wed Jan 25, 2012 11:45 pm

Dr.Flay wrote:D.O.F. or bump-mapping etc.
Wait wait wait... we still talking about UT99 ??

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Re: TUTORIAL: Bloom for UT99

Post by Creavion » Thu Jan 26, 2012 5:28 pm

papercoffee wrote:
Dr.Flay wrote:D.O.F. or bump-mapping etc.
Wait wait wait... we still talking about UT99 ??
Yes, we do. I tried that out a long time ago, it just looks somehow retarded! Just forget about this.
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.

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