by Shinobi » Tue Aug 09, 11 2:59 pm
Guys, delete say type preferences, set classic lighting to true (ED: it's under rendering, direct3d 10, doesnt require restart just exit prefs menu and fingers crossed dx will revert to full screen, if not alt + enter). Turns off HDR, which - while looks good - kinda screws with the lighting too much for me.
Try simulatemultipasssomething (I forget exact name sorry) to true, for slightly better skies. I think.
LODBias -10?? Ouch them's some sharp shits.
IF you're having reindeer problems, try reverting to v24, this is the last version I've had no problems with, they're all on kentie.net.
(ED: I'm win 7 x64 deus ex patched exe from alpha archive, amd radeon 5770)
I get bugs, sometimes everything literally disappears and I'm left with a crosshair and a HUD. Incidentalyl tend to get this most often in cozmo rpg v2 mp map near instruction boards, using v25-v27 renderer.
I think Chris Donhal's D3D renderers are obsolete now although his OpenGL one if you're that way inclined is useful.
Personally don't use HDTP so can't comment.
@Clyzm - no, the NV textures do not have normal maps or heightmaps included to turning on or off bump mapping or POM makes no difference (although obviously you're right about the d3d10 renderer supporting these). If it is for you then I'm doing something wrong lol. I've created some normal maps for a few textures (metal walkways n easy ones etc) and tried my hand at making a heightmap for grass textures (3d grass, anyone??) but I'm not an artist and have no idea what i'm doing so it sucks lol
(ED: forgot to say, davew is eventually releasing an mp version which uses d3d10 renderers ability to call external dds textures and height/normal maps, this is awesome shit, i ripped the nv beta texs and made em mp compatible a while back, looked half good, now it's sorta finished mp will be a fresh experience methinks!)
LOL: reindeer problems.
Last edited by
Shinobi on Tue Aug 09, 11 3:05 pm, edited 4 times in total.
So we beat on, boats against the current, borne back ceaselessly into the past.