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Gforce 4 with unreal?

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Kick
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Posts: 11
Joined: Sun Apr 14, 2002 5:41 am

Gforce 4 with unreal?

Post by Kick »

:o I would like to know if anyone out there has the new gforce 4 like i do and has had any luck with the 224 with the openGL patch working without getting clipping in the textures because this is what i have and i see clipping going on and off in openGL patch with 224 and not sure what to do.

I have the latest drivers for the g4 vidio card, now what?

anyone's help would be much apreciated, thanks everyone! :D


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Smirftsch
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Re: Gforce 4 with unreal?

Post by Smirftsch »

haven't tried myself witth a GF4 but should normaly do like GF3 sinc ethe new features in the GF4 are not used by Unreal anyway. What are your advanced settings ?
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Kick
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Re: Gforce 4 with unreal?

Post by Kick »

well i installed the gl patch and 224 just like i did for my gf3 but i get clipping bsp holes sometimes and my adv opt is set to use the openGL render device, wonder why it does that?
the G3 card did not do that! :(

what would you like to know about the adv opt?

let me know

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Smirftsch
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Re: Gforce 4 with unreal?

Post by Smirftsch »

the options you set for the opengl rendering device. Aside this i would give 226 with the OpenGL patch a run because parts of the unreal internal rendering stiuff was changed in 226 - don't know if this will affect you problem, but unless we know what its caused by its worth a try....
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Kick
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Re: Gforce 4 with unreal?

Post by Kick »

thanks Smirftsch but i want to keep using the 224 because if i don't, then i can't make my maps and have others play them in 224 patch, i don't know how to convert backwards at all.

someone i know did it once but it screwed up the map, the fires were all out of wack and stuff so i had to go around the whole thing and redo it, not fun........
here are the settings for the openGL: [SglDrv.SglRenderDevice]
Translucency=True
VolumetricLighting=False
ShinySurfaces=False
Coronas=True
HighDetailActors=False
ColorDepth=16
DetailTextures=False
FastUglyRefresh=False
TextureDetailBias=Near
VertexLighting=False
Hope this helps, let me know what you think, any help would be great! [glb]:)[/glb]

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Kerilkkorn
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Re: Gforce 4 with unreal?

Post by Kerilkkorn »

Those are the settings for the metal rendering mode for S3 cards, the openGL option are under [OpenGL.RenderDevice]
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Kick
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Re: Gforce 4 with unreal?

Post by Kick »

oops, your right, what was i thinking! ;)

here it is (and i hope it's right)
[OpenGLDrv.OpenGLRenderDevice]
UseFisheye=False
UseMultiTexture=True
Translucency=True
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
HighDetailActors=True
DetailTextures=True
UseTNT=False
UseTrilinear=True
UseAlphaPalette=True
UseS3TC=True
Use4444Textures=False
MaxAnisotropy=0
UseFilterSGIS=False
MaxTMUnits=3
DisableSpecialDT=False
LODBias=0.000000
DetailMax=3
GammaOffset=0.000000
MaxLogTextureSize=1024
MinLogTextureSize=0
MaxLogVOverU=0
MaxLogUOverV=0
RefreshRate=0
UseVertexSpecular=True
AlwaysMipmap=False
UsePalette=True
ShareLists=False
UsePrecache=False
there!

is that right?
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Kerilkkorn
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Re: Gforce 4 with unreal?

Post by Kerilkkorn »

Try messing with
UseVertexSpecular
and
AlwaysMipmap
else I don't see anything wrong.

What are your driver version?
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