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Enhanced OpenGL Renderer
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Posted:
Mon Nov 27, 06 3:16 pm
by Kronos
Hello people!!!
Especially Deus Ex Gamers, Moders and Mappers!!!!
I have a good news for you))
Here is new OpenGL renderer for Deus Ex, and it makes graphics really cool (also includes new Direct3D renderer, but I don't recommend it).
You can use textures up to 4096 dpi (!!!!)
You can download hires textures demo map from here:
http://skyward.org.ua
or
http://skyward.sitesled.com
or
http://download.dxalpha.com/DX1/editing/testing-purposes/skydemo.zip
![Very Happy :D](./images/smilies/icon_biggrin.gif)
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Posted:
Mon Nov 27, 06 4:20 pm
by Dae
The clickable link:
http://download.dxalpha.com/DX1/editing ... kydemo.zip
The first link in previous post leads to a 7z compressed file - you will need a special extractor.
Screenshots:
Both the Earth and the scheme (the thingie in different colors on first 2 screenies) are textures of 1024 x 1024 px size.
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Posted:
Mon Nov 27, 06 4:48 pm
by Andrievskaya Veronika
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Posted:
Mon Nov 27, 06 5:06 pm
by ~D[A]rren~
~[A]Daedalus~ wrote:The clickable link:
http://download.dxalpha.com/DX1/editing ... kydemo.zipThe first link in previous post leads to a 7z compressed file - you will need a special extractor.
Screenshots:
![Image](http://www.dxalpha.com/contfiles/highrestextures/3thumb.jpg)
Both the Earth and the scheme (the thingie in different colors on first 2 screenies) are textures of 1024 x 1024 px size.
Does this mean that DX will now run those higher resolutions now Dae?
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Posted:
Mon Nov 27, 06 5:07 pm
by Snakey
OMFG YES, WHY WAS THIS NOT MADE SOONER?
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Posted:
Mon Nov 27, 06 5:51 pm
by Dae
~D[A]rren~ wrote:Does this mean that DX will now run those higher resolutions now Dae?
Well, it's a good opportunity for modders who can now use giant textures (before this invention, we could only use textures of size 256x256 px or less).
Original Deus Ex will look the same.
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Posted:
Mon Nov 27, 06 10:36 pm
by Kronos
Yes the Earth and schema are 1024dpi textures. If you open schema texture in WOTGrealExporter it will be gray. Cause this colors on the schema is DeusEx lighting system. I mean that lighting in new driver is 32-bit. You can use now more realistic lighting and... realistic fog!
This is DXT1 format. And you can use this textures on models.
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Posted:
Mon Nov 27, 06 10:52 pm
by clyzm
Fuckin' A. My models will be a lot clearer and not as blury now. :}
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Posted:
Thu Aug 07, 08 12:43 pm
by Shinobi
For those of us who don't do modding - does this renderer mean anything?
EDIT: Nevermind, it's answered above.
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Posted:
Fri Oct 30, 09 2:47 am
by Vexus
Wait, where is the opengl renderer?
![Confused :?](./images/smilies/icon_confused.gif)
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Posted:
Fri Oct 30, 09 1:47 pm
by Andrievskaya Veronika
You can download latest version here:
http://www.cwdohnal.com/utglr/
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Posted:
Tue Mar 23, 10 11:58 pm
by WCCC
![Shocked :shock:](./images/smilies/icon_eek.gif)
lolwut? either the information about only being able to go up to 256x256 is innacurate, or i already had this render upgrade without ever downloading such a thing off the net, because i have in fact made textures within the 512 dimensions. and to get this straight, people who don't have this renderer WON'T be able to play these maps without technical vomit and errors? that's kinda sucky for mp if that is true.
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Posted:
Wed Mar 24, 10 9:34 am
by Dae
WCCC wrote:because i have in fact made textures within the 512 dimensions.
you can do that but their quality would still be at the level of 256 (to my own eye, they usually look even worse than 256)
and if more than 512, they won't work with the default renderer at all
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Posted:
Wed Mar 24, 10 11:08 pm
by WCCC
hmm they seem to be better quality to me
![Ner Ner :P](./images/smilies/icon_razz.gif)
so idk lol.
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Posted:
Thu Mar 25, 10 9:15 am
by Dae
Are you sure you're not using the new OpenGL driver already?
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Posted:
Thu Mar 25, 10 2:57 pm
by WCCC
thats the screwed up thing, i just have normal DX, with patch 1112 fm, i've never downloaded anything for a better renderer, so idk whats up with that XD. also will the textures display right for people who don't have the new renderer? and will you get mismatch if entering an MP game with it? i managed to get some 512x512's in some high quality but when i go for 512x1024 it ends up looking poopy. if i could use this to enhance the quality of my textures, and it would work for multiplayer, i'm all for it.
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Posted:
Thu Mar 25, 10 3:10 pm
by Dex
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Posted:
Thu Mar 25, 10 10:16 pm
by Kronos
WCCC wrote:will the textures display right for people who don't have the new renderer?
No.
Only uncompressed textures. Not S3TC, but this textures can be also big. Up to 4094x4096 pix. If you use compressed with DXT (S3TC), without renderer you cannot play. You should enable hires textures with parameter S3TC=true in opengl section of DeusEx.ini file.
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Posted:
Thu Mar 25, 10 11:14 pm
by WCCC
well im working on a multiplayer map, so that's not going to do for me...
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Posted:
Sat Mar 27, 10 7:29 pm
by DxPlayer
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Posted:
Sat Mar 27, 10 7:36 pm
by {HK}
Chris Dohnal is awesome.
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Posted:
Mon Mar 29, 10 6:20 am
by WCCC
ROFL upon double checking my dimensions in some texture updates today, I discovered that my dimensions were half that of what I had thought them to be.
![Embarassed :oops:](./images/smilies/icon_redface.gif)
So ya that'd explain why a normal open gl owner could do such things, because they can't. so ya you're right Dae, 512 dimensions get simplified down to half their size and anything above that just crashes the renderer. And I am fixing my 512x256 that is being simplified down to 256x128 by dividing it into two seperate textures. Can you say SelectAll, Flip Horizontally, Image Attributes, 256x256, SelectAll Flip Horizontally? (try it in paint
![Laughing :lol:](./images/smilies/icon_lol.gif)
)
And to DeusExPlayer: that's the original link i think that one russian chick posted near the beginning.
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Posted:
Mon Mar 29, 10 5:06 pm
by DxPlayer
Yea, Im just posting it again to remember you guys to keep the renders updated.
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Posted:
Tue Mar 30, 10 2:16 pm
by WCCC
lol, this won't really make a particular difference unless you are doing a single player mod that uses bigger textures and comes with the enhanced renderer.
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Posted:
Sun Apr 11, 10 2:15 am
by DxPlayer
The newer version of Dx9 render for DeusEx is even better than OpenGL (running with TNM Default render configs). But how to enable bloom?
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Posted:
Fri Apr 23, 10 11:26 pm
by DxPlayer
I figured out how to enable bloom and the other effects. You have to download ENB Series for DeusEx and paste in DeusEx\System folder, then you choose DirectX 9 render and press CTRL+F12 to enable the effects, it's really cool!
Some screen shots I took:
This is definitely going to be added in Deranged mod.
Cya later!
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Posted:
Fri Apr 23, 10 11:32 pm
by Professor Layton
covering maps in plastic makes no sense for many textures
![Sad :(](./images/smilies/icon_sad.gif)
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Posted:
Sat Apr 24, 10 12:16 am
by DxPlayer
Yea the bump mapping is kinda messed up, especially when the texture size is bigger than 1.0 (in SDK). Hopefully it's configurable in enbseries.ini, I'm having a look.
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Posted:
Sat Apr 24, 10 2:41 am
by WCCC
wow those do look rather spiffy, i might have to try it one day, after i have recovered from the traumatic expereince that was directx10 for deus ex, that thing lagged my computer so bad whenever it did any transparent textures (including menus) that my computer got like .2 frames per second on it, with a d3d10 compatible card.
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Posted:
Sat Apr 24, 10 3:39 am
by DxPlayer
Your card may be compatible, but what's your chipset?
I mean Geforces 8400 or 8500 are compatible with DirectX 10 for example, but those are low-end graphics cards. Just because the cards are compatible with DX10 it doesn't mean those can run DX 10 fine.