Reply 140 of 237, by hishamerrish
daniel_u wrote on 2020-12-17, 08:38:Is not that simple. You have reflections in the settings, in the ini and it can be turned off. But it doesnt affect the bug. The […]
hishamerrish wrote on 2020-12-17, 00:52:hi about the bug in the CIA mission i think it is reflection .... the xbox original dose not have reflection in that place or do […]
daniel_u wrote on 2017-01-10, 15:19:For SC 1 (640x 480 no MSAA or reslution forcing) we have(game bugs): 1.Shiny texture bug Bug https://i.imgur.com/c1G3fAZ.png Nor […]
For SC 1 (640x 480 no MSAA or reslution forcing) we have(game bugs):
1.Shiny texture bug
Bug
Normal
2.Shadows and light appear/disappear based on mouse movement or distance.
3.Missing shadows compared to the XBOX version.Advices:
1.Play game without resoultion forcing or MSAA to avoid artifacts.(ex: water oil rafinery, begining of CIA level, etc )
2.To force resolution use games config.
3.Use 4800 preset for classic light(2.54)
Use DgVoodoo-5700 Ultra for soft light
Notes:
1.Game is dependent on the monitor refresh rate. 30 fps is the original. Going higher will cause some elements to 'move' too fast(light beams)For SC 2 we have:
1.Color of the light is wrong.
2. Crosshair in the middle of the screen, flashing. (Fix: alt tab out the game and go back in, or user bordeless gaming app, remove cursor option)
3.There should be a light coming out of the door but is not, as per Hishamerrish . This is definitely an wrapper issue:
Here how it should look:
To play the game with all the effects: use 2.54 version with a resolution which doesnt pixelate the bloom,480p-1080p resolution with full 8x MSAA.(might generate other issues)
--to be updatedGame Bugs:
1.Heat haze is resolution dependent.
Here's how it looks on 640x480(distorted image of the wood in the background). On higher res the effect will be less/small visible. The higher the res the less/small intense the effect will be. The heat haze on higher res will be at the bottom where the fire can barely be visible.
2.Missing bloom and flickering of the corona of lights..(windows,exterior button lights of elevator/lift, candles in the first level, etc)
Because of the high resolution some effects are small. Use 480p or a litlle higher with MSAA to have them all visible and rendered ok.
Forcing the game witth DgVooDoo latest(2.7x) ,to a higher resolution 'fixes'(wrapper might ignore something and game thinks is still renders the heat haze in 480p) the heat haze but breaks the bloom(it becomes pixelated and shifted to the right a bit).
For 2.54 seems it is better:(fixes the flickering because of the higher res, no matter the the version)
--to be updatedNotes:
1.Game is dependent on the monitor refresh rate. 30 fps is the original. Going higher will cause some elements to 'move' too fast(light beams)Recommended version(imho) for SC 2 : 2.54 .
Recommended version(imho) for SC 1 : use latest 2.7x atm .hi
about the bug in the CIA mission i think it is reflection .... the xbox original dose not have reflection in that place or dose not render it ( i do not know ) maybe UBI turned it off to avoid the issue ... when i set EmulateGF2Mode=1 instead of ForceShadowMode the bug disappeared
if someone could turnoff the reflection that will solve the issue if that was possible ...Is not that simple. You have reflections in the settings, in the ini and it can be turned off. But it doesnt affect the bug.
The gane loads a certain file for a certain level. The file is found in texture folder, CIA something.utx.
In this file you can find : all kind of textures, shaders and other stuff i cant even describe.On the floor , if you pay attention, theres 2 kinds of textures. One of these, blueish one, doesnt (big marble tile name texture in the file) produce the glitch.
For each marble texture there is also a shader, i think. For the ones that produce the glitch, shader is called marble_reflect or something. That produces a whiteish effect when you move around on it.My ideea is that a certain shader or shaders produces the wrong effect.
When the camera turns there is a certain texture/shader that is applied 'under' the effect of that marble tile shader, that produces some kind of motion effect.
The black color comes from that motion effect and it seems that should be there. The glow comes from a certain shader that affects the entire texture and the entire area of that texture.This motion shader(a black with some white circles texture applied on the entire world) and marble reflect shader might produce the issue. Without debugging we cant tell for sure, just guess.
There's 2 things i want to try:
-hex edit, switching the texture names. Load texture without glitch where is there a glitch and the reverse. If this works maybe we can find out if the shaders affects a certain type of texture or it affects the area.
-edit the utx file file and replace the texture with the one that doesnt produce the effect.Utx files are editable and i must find the proper tools. Very hard to find in 2020. I barely found a working viewer.
So the goal is to find an unreal engine editor and play with this file.
Ok .... i was able to unpack the cia.utx file with this tool for UE https://www.gildor.org/en/projects/umodel
and there was alot of staff Texture Shader TexScaler TexRotator TexPanner TexEnvMap FinalBlend and Combiner ... maybe you can tweak them