DirectX 11 renderer for the following Unreal Engine I games: Unreal Tournament, Unreal Gold, Rune and DeusEx. This dll extensions enables you to play these games on full HD resolution with features like: HBAO - ambient occlusion which gives realistic ambient lightning and shadownig effects. Tesselation - increases mesh complexity, gives smoothess and roundess to characters and game objects. HDR - simulates light adaptation, adds more vivid colors. Parallax Occlusion Mapping - adds bumpiness on near to camera surfaces and more..
How to install:
1.Copy the following files from the Common folder: D3D11Drv.int , Effects11.dll and d3d11drv folder to game /system folder.
2.Copy appropriate d3d11drv.dll file depending which game you have installed (from Unreal Tournament_438 folder or from Unreal Gold_226 folder or from Rune_107 folder or from DeusEx folder) to game /system folder.
3.If you are launching the game for fisrt time then select D3D11 Renderer.
3'.Alternatively go to preferences with tilde(~) button to open up the console and type preferences then change renderer to directX11.
3".Or edit game's .ini file (Unreal Tournament.ini or DeusEx.ini or Unreal.ini or Rune.ini) which resides in /system folder.
Change the following line in [Engine.Engine] subsection to: GameRenderDevice=D3D11Drv.D3D11RenderDevice
4.Play the game and enjoy :)
About:
The predecessor of renderer was developed originally by Marijn Kentie in 2009 for DirectX 10 support.
I felt pity that it had framerate issues which caused it unsusable to me and many other players on the forums.
So I made a complete porting to DirectX 11 layer, managed to correct all the issues and finally gradually introduced new features.
HBAO gives Unreal Engine 1 games realistic shadowing effects. Tesselation lets you get rid of blocky, sharp edges on geometry of the early 3D models.HDR simlulates human-like eye adaptation to light changes.
CHANGELOG:
version 1.1:
1. Added new tessellation.cfg file in which user can define how much tesselation affects a mesh.( a factor from 0 to 1).
As not all meshes are/were made with tesselation in mind (not appropriate shape or per vertex normals) so I added a file which describes how much to tesselate a particular mesh.
In each line there is mesh material name and a tesselation factor separated by spacebar. Please edit this file to your likings or add new lines to it :)
2. Added numerous user-preferred(performance independent) options to the renderer preferences window:
HBAOScale - (floating point option from 0 to 1) defines how many pixels are affected by HBAO calculation.
HBAOContrast - (floating point option from 0 to 1) defines how much to darken the occulsion mapping.
HBAODrawAlternateMethod -(true or false) on high HBAOContrast values it fixes explosions,flares appearance but also makes them more transparent and the fog is also more affected by the ambient occlusion
HDRLuminance -(floating point option from 0 to 1) makes colors more vivid and increases overall brightness.
HDRAdaptationSpeed -(floating point option from 0 to 1) descibes how quickly players eyes adapt to lightning changes.1 - instantenous , 0 - human-like eye adaptation
HDRBloom -(floating point option from 0 to 1) defines how much to blur light sources. If you prefer heavenly-like look of the game then set this high :)
FAQ:
A.Why do I sometimes see holes inside meshes or on mesh edges ?
R:Unreal Engine 1 was developed in late 90' when graphics cards couldn't do backface culling in hardware.
So the engine sends only visible polygons which face the viewer(for example facing hemisphere instead of full sphere).
Tesselation makes surfaces more curved so holes between polygons become exposed to viewer's eye.
If you do not like these artifacts then disable Tesselation in .ini file. ( Tesselation =False in [D3D11Drv.D3D11RenderDevice] subsection)
A:My mesh from custom Unreal mod looks weird and infalted like a baloon ?
R:Add a line to tessellation.cfg file with mesh material name and a desirable factor. You can find mesh material name in UnrealEd editor.
A I have 400fps on old openGL renderer but only 200fps on this one ?
R: The purpose of making directx11 renderer was image quality.
HBAO is heavy computational as I need to render to multiple render target views and linearize depth buffer in realtime to overcome Engine limitations.
Parallax mapping also takes some framerate down on near camera surfaces.
Remember also that Unreal Engine 1 does transform and lightning in software, streams vertex data in realtime so CPU mapped buffers are the only option.
User can disable some features (HBAO=False, ParallaxOcclusi Antialiasing=1) to get higher FPS on integrated graphics card systems.
A:Renderer doesn't work with Rune Classic GOG edition.
R:I tested it only with Rune patch 1.07 and HoV edition try these instead.
A:Why doesn't renderer work with Unreal Gold patch 227 ?
R:The developement team responsible for patch 227 changed Engine code so that it is no longer compatible.
Unfortunately they aren't willing to publish the game headers to make any mod for their version.(or maybe they aren't allowed by Epic)
A:Fog in Rune looks ugly
R:Edit in Rune.ini FogDistPercentage=2.000000
Going to get this downloaded and tested ASAP
For playing Operation Na Pali on Moddb.com(or any Unreal 1 mod in general) I recommend everyone to add all lines from tessellation.cfg from Unreal_Gold_226 folder to tesselation.cfg in Unreal Tournament's /system folder and also these lines:
TVPulseGunSkin 0.1
ShipTex 0.3
Flame 0
rocketblast 0
mflat1 0
mflat2 0
Slotted2 0.4
BASEIRM3 0.3
palmsil 0
palmsil3 0
skywater 0
slime 0
DavidMglas 0
it looks very beautyful
Done a video where I go over some of the tweaks (also cranked the tessellation up to max to see what happens, hilarious results) Youtube.com
Message for everyone who wants to improve quality of tessellated models.
Please support this thread :
Oldunreal.com
so the new UT patch 469 will have an option to support disabling mesh culling.
Looks like I made a small goof in my previous video, for 1.1 I only dragged over the .dll and .cfg file without dragging across the contents of the common folder, so that's probably why I wasn't seeing some effects - I've now fully updated it and when cranking HDR/Bloom/AO up to max it now looks way more noticeable haha:
Hi, I'm glad you noticed this goof :)
I hadn't got an idea the renderer would work with the old effect files from version 1.0 but somehow it managed to work. Nice video as well !
Works fine !
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