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Old Nov 12, 2002, 10:48 PM   #1
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RealyPssd
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Default Post OGL section of your UnrealTournament.ini

I wanna get UT looking as good as it can, so could you please post the "[OpenGLDrv.OpenGLRenderDevice]" section of your UnrealTournament.ini file?

Also how do you get/enable the high resolution textures on CD 2 to work?

Thanks
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Old Nov 12, 2002, 10:55 PM   #2
Kowan
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I'm using a GF3, but here's mine.

[OpenGLDrv.OpenGLRenderDevice]
RefreshRate=85
UseS3TC=1 <--This line should enable the high res textures
UseTNT=0 <---For a Radeon, try 1
MinDepthBits=32
MaxLogUOverV=8
MaxLogVOverU=8
UseMultiTexture=1
UsePalette=1
UseAlphaPalette=0
UseFullscreen=True
ShareLists=0
AlwaysMipmap=0
DoPrecache=0
Translucency=True
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
HighDetailActors=True
DetailTextures=True
UseTrilinear=True
MaxAnisotropy=0
SupportsLazyTextures=1

Notice some are listed as true vs. 1? Some of the switches wouldn't read it correctly if all where true/false 0/1

I was going to post the UT forum's link, but it still shows Server Moving and no forum.
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Old Nov 13, 2002, 09:53 PM   #3
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Bump...
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Old Nov 14, 2002, 02:50 AM   #4
dustsmoke
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For detail with 'this' game, OpenGL isn't going to look as good as directx...

But I'm mostly curios as to why your trying to use OpenGL?
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Old Nov 14, 2002, 08:09 AM   #5
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Direct3D runs like ****, and there's a ton of mouse lag....

I am talking about Unreal Tournament...

I'll take it you assumed I meant UT 2003...
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Old Nov 14, 2002, 12:08 PM   #6
WimpMiester
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Quote:
Originally posted by dustsmoke
For detail with 'this' game, OpenGL isn't going to look as good as directx...

But I'm mostly curios as to why your trying to use OpenGL?
What? OpenGL always looks better than D3D. This is for a Geforce4 with notes for ATI. Some settings were copied from Oldunreal GL patch and doen't work with UT.

[OpenGLDrv.OpenGLRenderDevice]
UseFisheye=False (For Unreal)
RefreshRate=0 (Use 0 for auto)
LODBias=-3.000000 (Set for more detail)
DetailMax=3 (For Unreal)
UseTrilinear=False (Forcing Aniso so not really needed, big performance hit)
Translucency=True
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
HighDetailActors=True
DetailTextures=True
DescFlags=0
Description=
UseZTrick=1 (May cause visual glitches when=1)
UseMultiTexture=True
UsePalette=True (ATI=False)
UsePrecache=False
ShareLists=True (ATI=False)
AlwaysMipmap=True
UseS3TC=True (Using compressed textures for both UT/Unreal)
UseModulatedGamma=0
UseGammaExtension=1
MinDepthBits=16
UseAlphaPalette=True (ATI=False)
MaxAnisotropy=0 (Forced in display panel to max)
SupportsLazyTextures=0 (May make game jurky if=1)
UseTNT=False (Older ATI's/TNT's=True)
GammaOffset=-0.050000 (Everyone's monitor is different, try =0)
MaxLogTextureSize=12 (Check log for max value)
MinLogTextureSize=2
MaxLogVOverU=12 (Same as MaxLogTextureSize)
MaxLogUOverV=12 (Same as MaxLogTextureSize)
MaxTMUnits=0 (Use 0 for auto detect)
DisableSpecialDT=False
UseFilterSGIS=False
Use4444Textures=False
UseVertexSpecular=True
NoFiltering=False

[WinDrv.WindowsClient]
WindowedViewportX=1024
WindowedViewportY=768
WindowedColorBits=32
FullscreenViewportX=1024
FullscreenViewportY=768
FullscreenColorBits=32
Brightness=0.500000
MipFactor=1.000000
UseDirectDraw=True
UseJoystick=False
CaptureMouse=True
StartupFullscreen=True
CurvedSurfaces=True
LowDetailTextures=False
ScreenFlashes=False
NoLighting=False
ActorShadows=True
SlowVideoBuffering=False
DeadZoneXYZ=True
DeadZoneRUV=False
InvertVertical=False
ScaleXYZ=1000.000000
ScaleRUV=2000.000000
MinDesiredFrameRate=20.000000
Decals=True
NoDynamicLights=False
UseDirectInput=True
SkinDetail=High
TextureDetail=High
MinQuality=0.4
ParticleDensity=6
NoFractalAnim=False

Last edited by WimpMiester : Nov 14, 2002 at 05:01 PM.
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Old Nov 14, 2002, 02:09 PM   #7
dustsmoke
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My bad....

yes you blatently said unrealtournament.ini and i missed that. I also know why you'd want it too with that game.
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