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Would you like to try the S3TC textures? Here is link to download and instruction how to use them:
http://wiki.unrealadmin.org/Using_S3TC_Textures
enjoy :)
These textures vastly improve the texture detail on many of the original UT maps. Crank up the anisotropic filtering, change the LODBias to between -2 and -3 and flag HighDetailActors and DetailTextures both to "true" or "1" while your at it., and you'll be surprised just how good some of the old maps look! :-). A must have for any UT fan!
For a quick example of how much better things can look, check this page. Note, though, that it appears these images didn't have anisotropic cranked and LODBias set to -3. I believe the results would look even better if they were.
Keep in mind that the statement contained within the page linked to above, "This is only for use with the specific OpenGL Renderer mentioned below though later versions of it may work as well." is outdated and not entirely correct.
This page has information about a DirectX8 renderer that allows one to use the S3TC Textures in DirectX. This is how I run my Unreal Tournament games. If I recall correctly, UT with dynamic lighting on runs better under DirectX, than OpenGL, though this information might be outdated.
This renderer properly configured also resolves various problems that occur from processing UT with too high of a framerate, which is very common on today's computers. Check here for more details regarding this.
Post edited December 30, 2008 by Penfold
Totally worth it imo ;)
Don't forget that you can also use them in Unreal 1 (yes, the screenshots are made in Unreal's DM16). It enhances a lot the game, but some textures remains not high-def and it's well.. weird :) But try it anyway!
BTW gog team: why aren't the S3TC tex delivered in GOG.com? It's official you know, and part of the G.O.T.Y. edition :O
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Penfold: This page has information about a DirectX8 renderer that allows one to use the S3TC Textures in DirectX. This is how I run my Unreal Tournament games. If I recall correctly, UT with dynamic lighting on runs better under DirectX, than OpenGL, though this information might be outdated.

Nah, it's still correct. I've been using OpenGL from that site and now that I've installed D8 driver, how should I put it, OH LOOK ALL THE COLORS ARE BACK. Colored lighting works, dynamic lighting looks better and gamma settings are finally correct. When I reinstall the S3TC packages from ol' Unreal (LOW END! I can't run the high res and it still looks great), it should be a real eye candy.
waaaay too much work...
What? You backup three files, overwrite everything, backup another six files, run a fix, restore backups. Then you edit one line in your config and you're set. That isn't really much.
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katakis: What? You backup three files, overwrite everything, backup another six files, run a fix, restore backups. Then you edit one line in your config and you're set. That isn't really much.

I think it should come prepatched with it.
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katakis: What? You backup three files, overwrite everything, backup another six files, run a fix, restore backups. Then you edit one line in your config and you're set. That isn't really much.
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Weclock: I think it should come prepatched with it.

These are not the original textures. There's nothing to add more, why prepatch this? So it can't run on little configurations anymore?
The S3TC textures have always been an option, and I don't see why its installation should be forced.
Ah, instead of the whole backup-fix-restore steps? Dunno why. Maybe the website owner has permission only to host original S3TC textures or something.
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Weclock: I think it should come prepatched with it.
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DukeNico: These are not the original textures. There's nothing to add more, why prepatch this? So it can't run on little configurations anymore?
The S3TC textures have always been an option, and I don't see why its installation should be forced.

Well, for the sake of completeness, there's that argument, because supposedly all games ship with the most recent patch from the developer.
then there's also the argument that it is a part of the original package so it should be downloadable through the gog.com servers themselves, and should be easily installed because that's sort of the basis here at GOG.com, easy to install, easy to run, difficulty of play depending on game and player knowledge.
If the game doesn't come prepatched, they should have an easy peasy patcher to patch the game for us.
Why oh why can't it just be as easy as drag, drop, yes to over write, I don't know.
Whiner.
:p
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Weclock: Why oh why can't it just be as easy as drag, drop, yes to over write, I don't know.

While I patch and tweak and update yadda yadda ya my games a lot... He does have a point.
Why not have GOG do a little extra, find the blatantly obvious, gotta have, after all, why wouldn't you? type updates (official texture packs, improved renderer that prevents gameplay issues, etc) and have it simply be an optional check box or two or three during the install? I don't think to many people are playing this game on VooDoo2's and a Pentium2 400. Use modern horsepower.
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Penfold: VooDoo2's and a Pentium2 400.

Does Windows XP support that kind of hardware, either?
I was an admin at Planetunreal when it first opened, and also at Beyondunreal.
Anyway, originally S3 send me a dvd with all of the texture stuff on it, including an SDK and dev kit that talked about how this was originally done and why. I am curious now if this is the same thing that is included as the "official" version.
Penfold, you are right that UT runs better under DirectX. Originally, Epic hired an outside vendor to work on the OpenGL render of Unreal (someone from Dreamforge Intertainment) and some of that carried over to UT. Eventually, it all came in house at some point during UT development. I might be a little rusty on some of this, but this is how I remember it.
Erik de Neve worked on the software render which I thought was fantastic for the time. It let those folks without a decent video card actually compete online.
Hi all, sorry for the bit of a bump, but i needed to clear up a few things.
For starters i am the owner of www.CelticWarriors.net and www.UnrealTexture.com and i am ultimatelly responsible for the entire Ureal-Retexturing-Project, URP for short and for UT its called the UTRP project.
In the last years i have been creating tons of new S3TC textures for Unreal and UT. The updates are close to 1.5 gigabyte of texture packages. and hopefully a new package is released in a couple of months, and that will be the DecayedS package, that will be around 400 Mb(instead the original being 12Mb).
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For Unreal
For Unreal you can download the textures at this link:
http://www.unrealtexture.com/Unreal/Website/Downloads/Textures/Textures.htm
If you need an installation guide including the needed patches and the S3TC textures, follow this link:
http://www.unrealtexture.com/Unreal/Website/Techpages/S3TCInstallation/Unreal227/S3TCUnreal227.htm
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For UT
For Unreal you can download the textures at this link:
http://www.unrealtexture.com/UT/Website/Downloads/Textures/Textures.htm
If you need an installation guide including the needed patches and the S3TC textures, follow this link:
http://www.unrealtexture.com/UT/Website/Articles/PlayingUT/Tweaking/S3TCInstallationUT/S3TCInstallationUT.htm
In general, NEVER use the S3TC textures for servers or mapping, use the normal plain textures for that. Do NOT mix textures from Unreal with textures for UT, or vice versa.
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The so called texture fix: Do NOT use the texture fix, the fix tries to fix the so called "skating player" glitch that can occur during online playing. However, this is a SERVERSIDED problem, and not a clientsided problem!!! Its simple, if you encounter the problem, than it means that the server is loaded with the S3TC textures, which is what never should be done !!! All together the article in Wiki is hopeless outdated and doesnt apply at all to current knowledge.
If needed, you can point admins to this article that deals with the problem and how to solve it, including downloads needed for their server to make sure the glitch is gone forever:
http://www.unrealtexture.com/UT/Website/Articles/Servers/Tweaking/S3TCServerPackages/S3TCServersPackages.htm
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Also, masking problems, misaligned textures, etc. have all been fixed in the textures from the URP/UTRP project.
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Yellow5
If you read this, than i am highly interested in that DVD. I know the disk excists, but i never found anyone (still) having it. If possible i would desperatelly have a copy of that disk. And before admins here step in, that DVD was spread freely among sites, and site owners, magazine, etc. as a showcase. So its not a breach of copyright in any way, since its shareware.
But as said, yellow5 i really, really, really would like to have the files.
My Mailadress can be found in the attachment below
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Erik de Neve worked on the software render which I thought was fantastic for the time. It let those folks without a decent video card actually compete online.

And i cant agree more, that was a supurb job. Its oné most powerfull renderers outthere, easelly capable of rendering textures up to 1024 pixels while at that time D3D didnt came further than 256 pixels.
Greetings to all, Diehard
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Post edited May 03, 2009 by Diehard