For direct access use https://forums.oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com

SkyCity.utx

URP - the Unreal Retexturing Project: for those who are interested in High-Resolution Textures for Unreal & UnrealTournament or may want to take part in creating them

Moderator: ahaigh01

Post Reply
User avatar
DieHard SCWS
Global Moderator
Posts: 2064
Joined: Sun Mar 16, 2003 11:33 pm

SkyCity.utx

Post by DieHard SCWS »

This is the first update on the SkyCity.utx package, and not just that, its a MONSTER update :D


I added more than 120 Mb to the package, making this package a staggering 147.5 Mb big, and if i am correct this is probably the biggest single Unreal file there is now.




What i did is, i replaced almost all Walls in the package for high resolution textures.


Alot of Walls in that package also have decorations or copper or gold things in front of them, except for a few, i did not update those yet, but i will in time. But all Walls behind the copper/gold have been replaced.


As far as the Arches in the package, i did only one for testing, but i added that one 7 times to the package, just for testing on my end.




Here is the link:

[url=http://www.celticwarriors.net/Downloads/S3TCPackages/S3TCPackagesSingles/SkyCity.zip]SkyCity.utx[/url]




What i do want to know, if anyone notices lag.


One map you should try is DmRadikus, especcially the courtyard, pay also attention to one side of that bridge, where the bridge gobblestones ends in the grass. I do want to know what you all think of that grass.




Have fun with it, and let me know here if theres issues.
.
.
.
User avatar
Hyper
OldUnreal Member
Posts: 3515
Joined: Fri Oct 11, 2002 5:41 pm
Contact:

Re: SkyCity.utx

Post by Hyper »

Finally a high detail grass texture. Quite nice. I saw it shortly in NyLeve and it's quite an improvement over the previous ones. Edges still look quite ugly because some of the grass textures are still in lowres. Visible at maps like ruins.

(I'm talking about the test release here, maybe this one is different)
The man who stopped a tsunami

http://www.hypercoop.tk
unreal://hypercoop.tk
User avatar
DieHard SCWS
Global Moderator
Posts: 2064
Joined: Sun Mar 16, 2003 11:33 pm

Re: SkyCity.utx

Post by DieHard SCWS »

No the grass is exact the same, because i was waiting for that report of you, are you also happy with how it looks like from far above, like you can see in ruins or nyleve. And yeah, the edges will solve itself ones updated. But the update on the package has no relation to the test we are running, so that part remains as seen in the testpackage.


Though as i already told on the TCP forums:

Repeating paterns: high quality grass
Removed paterns: dramatically damaged grass (and it will never be completelly gone anyway, besides the patern visibillity depends highly on the lightning)


But if you are ok with it, than i could go update the remaining textures little by little, all together i estimate theres some 150-200 grass textures spread over some 3 to 5 packages. Making them is not really difficult, its just alotta anoying repeating work.


But i still need better soil, ill have a look around again.


For the update itself in the SkyCity package, i need to recolor the copper somewhat, i found out last night its too blue. Its increddible difficult to get the exact color, but i am very satisfied how the copper base itself looks like. It just needs some color tweaking.


But let me know if the grass texture is what you want, because it will be the base for all future grass textures, if so i will start on the 2 color variations(green and brown), to get that right, and i will update all the textures i already made again with this grass texture.


If than that all looks ok, i will replace all grass textures once i have found a much better soil texture.
.
.
.
Last edited by DieHard SCWS on Mon Jan 30, 2006 10:51 am, edited 1 time in total.
User avatar
Hyper
OldUnreal Member
Posts: 3515
Joined: Fri Oct 11, 2002 5:41 pm
Contact:

Re: SkyCity.utx

Post by Hyper »

I would not risk to lose detail by trying to remove patterns. When I use Ghost or Fly I surely see patterns, but this is also with the original textures.

[img]http://www.xs4all.nl/~duivenv/forum/grass_comparison.jpg[/img]
As you see, the new grass look much more like real grass than the old texture. I think it's a good base for the other colours and variations.
The man who stopped a tsunami

http://www.hypercoop.tk
unreal://hypercoop.tk
User avatar
Hyper
OldUnreal Member
Posts: 3515
Joined: Fri Oct 11, 2002 5:41 pm
Contact:

Re: SkyCity.utx

Post by Hyper »

[img]http://www.xs4all.nl/~duivenv/forum/marble.jpg[/img]
The green marble here needs improvement. The original one looked much more natural in my opinion. This one does not realy look like marble to me. The white new marble looks excellent though.
The man who stopped a tsunami

http://www.hypercoop.tk
unreal://hypercoop.tk
User avatar
DieHard SCWS
Global Moderator
Posts: 2064
Joined: Sun Mar 16, 2003 11:33 pm

Re: SkyCity.utx

Post by DieHard SCWS »

Yeah the marble is a beta trial, lol the white part is original, but gets lifted a bit because of the green part.


For now they stay in like that, because i need it for comparising in the (almost same greenish/blue) color in the copper. But i will change it as soon as possible.


As for the grass, in that case ill go ahead with it, ill go recolor the 3 (not 2 as mentioned before) different grass versions.



And :) I may have a decent soil texture too, for that ill redo the Genearth almost completelly (for the parts i already did), including some of the rockfaces.
.
.
.
User avatar
DieHard SCWS
Global Moderator
Posts: 2064
Joined: Sun Mar 16, 2003 11:33 pm

Re: SkyCity.utx

Post by DieHard SCWS »

An extra side note, i did found a way to make some cool gold, this will make it possible to also go work on some of the decorations that are in front of the now S3TC walls.
.
.
.
User avatar
DieHard SCWS
Global Moderator
Posts: 2064
Joined: Sun Mar 16, 2003 11:33 pm

Re: SkyCity.utx

Post by DieHard SCWS »

And Again an update, i redid the marble floor, now its full S3TC and final.


Heres a screenshot from DmDakar


[img]http://www.celticwarriors.net/Media/Pictures/DmDakar01.jpg[/img]




The wall in the background is a beta version, theres two of them added to the package. They dont tile yet, and the decoration is not as it should be, for now they stay in for comparising.


They look nice never the less, so i dont think its a problem to have those two stayed for a while like that :)


If your marble floor looks different than the picture above you have an old version ::)


Here is the link:
[url=http://www.celticwarriors.net/Downloads/S3TCPackages/S3TCPackagesSingles/SkyCity.zip][glow=yellow,2,300]SkyCity.utx[/glow][/url]
.
.
.
User avatar
Hyper
OldUnreal Member
Posts: 3515
Joined: Fri Oct 11, 2002 5:41 pm
Contact:

Re: SkyCity.utx

Post by Hyper »

It looks ok, probably not your best texture, but still a major improvement over the original stuff. Downloading...

Edit: Sorry, forget about the line above, when I try it here it looks very well. Nothing wrong with it. it was just the screenshot. Great work again :)
Last edited by Hyper on Wed Feb 01, 2006 8:31 pm, edited 1 time in total.
The man who stopped a tsunami

http://www.hypercoop.tk
unreal://hypercoop.tk
User avatar
Hyper
OldUnreal Member
Posts: 3515
Joined: Fri Oct 11, 2002 5:41 pm
Contact:

Re: SkyCity.utx

Post by Hyper »

By the way: You might want to consider to compress the textures with RAR. It might save you some network traffic.
The man who stopped a tsunami

http://www.hypercoop.tk
unreal://hypercoop.tk
User avatar
DieHard SCWS
Global Moderator
Posts: 2064
Joined: Sun Mar 16, 2003 11:33 pm

Re: SkyCity.utx

Post by DieHard SCWS »

I am aware of the advantage from other packing tools, but i made a choice in the past, i use the most widelly packing tool, so theres no hastle for the people downloading it.


The site and downloads are ment as low level, meaning as less probs as possible to let people get their stuff.


And its a policy i prob will never change, accessebillity overrules :)
.
.
.
User avatar
Uncouth
OldUnreal Member
Posts: 15
Joined: Sat Sep 25, 2004 1:36 am

Re: SkyCity.utx

Post by Uncouth »

:o Those look awesome Diehard. Wish I had Unreal so I could try those out. :'(
User avatar
Hyper
OldUnreal Member
Posts: 3515
Joined: Fri Oct 11, 2002 5:41 pm
Contact:

Re: SkyCity.utx

Post by Hyper »

You might want to check Ebay and Amazon since they probably still have Unreal for sale.
The man who stopped a tsunami

http://www.hypercoop.tk
unreal://hypercoop.tk
User avatar
Uncouth
OldUnreal Member
Posts: 15
Joined: Sat Sep 25, 2004 1:36 am

Re: SkyCity.utx

Post by Uncouth »

Well I have unreal but its currently being stupid and doesn't want to install. :'( :-/
Last edited by Uncouth on Fri Feb 03, 2006 5:49 pm, edited 1 time in total.
User avatar
Pitbull
Administrator
Posts: 1226
Joined: Fri Oct 04, 2002 6:47 pm
Location: Between Venus and Mars

Re: SkyCity.utx

Post by Pitbull »

And Again an update, i redid the marble floor, now its full S3TC and final.


Heres a screenshot from DmDakar


[img]http://www.celticwarriors.net/Media/Pictures/DmDakar01.jpg[/img]




The wall in the background is a beta version, theres two of them added to the package. They dont tile yet, and the decoration is not as it should be, for now they stay in for comparising.


They look nice never the less, so i dont think its a problem to have those two stayed for a while like that :)


If your marble floor looks different than the picture above you have an old version ::)


Here is the link:
[url=http://www.celticwarriors.net/Downloads/S3TCPackages/S3TCPackagesSingles/SkyCity.zip][glow=yellow,2,300]SkyCity.utx[/glow][/url]
.
.
.
Looks good Diehard, downloading now. I quoted you to keep the latest link at the bottom of posts for easy access.  8-)
Upon this rock I will build my church O:-)

LOADING HATERS..████████████] 99% Complete.
User avatar
DieHard SCWS
Global Moderator
Posts: 2064
Joined: Sun Mar 16, 2003 11:33 pm

Re: SkyCity.utx

Post by DieHard SCWS »

Update on the SkyCity.utx package, and its a cool update :)


The filesize has grown with 127 Mb, making the package 275 Mb big. The package has been updated with lights, wood, walls, floors, ceilings, doors, panels, arches, and all beta textures have been removed to make place for final versions.

This update makes the package for 85% complete, which is alot seeing the size of the package. The best parts by far in this update are the wooden textures or partailly wooden textures, not to mention the lights who look pretty cool, its just i don't know where they will show up.


The best map to check out the textures is by definition SkyTown, that map is basically 100% S3TC now (just a few ones are missing), but before you go check that map out, please download also all other updates, since they have textures that also belong to that map. Another map to check on the textures is DmRadikus, especcially the ceiling in that map is worth wild to go look at :D

But above all, i honestly admit i am pretty proud of SkyTown  8-)


Heres the link:

[url=http://www.celticwarriors.net/Downloads/S3TCPackages/S3TCPackagesSingles/SkyCity.zip][glow=yellow,2,300]SkyCity.utx[/glow][/url]


Enjoy :)
.
.
.
User avatar
Hyper
OldUnreal Member
Posts: 3515
Joined: Fri Oct 11, 2002 5:41 pm
Contact:

Re: SkyCity.utx

Post by Hyper »

Wow, this is ultimate quality stuff again. Very impressive. I just checked out the SkyTown level, still have to check out the other ones, but I'm drooling already.

I just posted a super hires screenshot of it at my site. (Also added the news there)
The man who stopped a tsunami

http://www.hypercoop.tk
unreal://hypercoop.tk
User avatar
Hyper
OldUnreal Member
Posts: 3515
Joined: Fri Oct 11, 2002 5:41 pm
Contact:

Re: SkyCity.utx

Post by Hyper »

By the way: I had to lower my rendering settings a bit to make SkyTown run smoothly with the new textures. 1920x1200@32bpp with 16x aniso and 8x FSAA was a bit too much, so I changed it to 1920x1200@32bpp with 16x aniso and 4x FSAA. I'm glad I can still let this 1998 game push my high-end system to it's limits.

Unreal has amazed me since I tried it at my old Pentium 133 (at 320x240, unplayable) With every hardware upgrade this game get's better, thanks to community projects like this ReTexturing project and the OpenGL drivers.

I started playing with a P3 450 and an ATI Rage 128 (16 MB) which was my first 3D accelerator. Other cards I had:
ATI Radeon 256 (64 MB)
nVidia GeForce 4 TI 4600 (128 MB)
nVidia Geforce FX 5900 (128 MB)
nVidia GeForce 7800 GT (256 MB) My current 3D card.

I really love the 3D technology and I'm glad Unreal uses it so well. Still. Thanks to it's amazing community.
The man who stopped a tsunami

http://www.hypercoop.tk
unreal://hypercoop.tk
User avatar
compmasterryan
OldUnreal Member
Posts: 10
Joined: Thu Aug 03, 2006 12:40 am

Re: SkyCity.utx

Post by compmasterryan »

these textures are really crisp looking, but everytime i use them they are messed up in the level. i have to do the "flush" thing to get them back to normal. i would use these a lot more if i didn't have to use the flush command every single time i play the level
User avatar
DieHard SCWS
Global Moderator
Posts: 2064
Joined: Sun Mar 16, 2003 11:33 pm

Re: SkyCity.utx

Post by DieHard SCWS »

What exactly do you mean by messed up ?

Could you give a discription and post an (high resolution) screenshot. And explain more what exactly is happening on your end. Also post more info on used patches and drivers.
.
.
.
jackrabbit

Re: SkyCity.utx

Post by jackrabbit »

im guessing the the most recent and correct version of GL has not been installed and configured on his machine.. :o
Post Reply

Return to “High-Res Textures for Unreal & UnrealTournament”