BenSkywalker told me about this awhile ago, and I thought it would be a good idea to post for people who have never heard of it . This is THE way to play UT! The graphics are substantially better looking using OpenGL/high res S3TC graphics.
UT came with an extra CD that was meant for use with S3 graphic cards running MeTal. This CD contains high res S3TC textures that make the game look much better than the standard res graphics. There have been several OpenGL renderers that can be used to take advantage of the increased graphics quality on non S3 cards. I've used it with nVidia and ATi cards with very good success.
Download the file here here Chris Dohnal has been working on the renderer to make it even better than it was. Things like SSE support, and a fix for nVidia cards are new among other things.
I also posted this info on the Bleedin Edge Forums with a few screenshots. Take a look if you want to see the difference this mod can make.
To set it up, follow the steps below.
1) Be sure your UT install is patched to version 436
2) Install the high res textures off UT CD #2. If you dont have it, there is no point going any further
3) Unzip and install the OpenGLDrv.dll file in the \UnrealTournament\System directory (rename old one)
4) Modify your UnrealTournament.ini file to look like this: These are my tweaked settings, they may not be optimal for your setup.
[Engine.Engine]
GameRenderDevice=OpenGLDrv.OpenGLRenderDevice
----------Dont change anything else in the section--------
[WinDrv.WindowsClient]
WindowedViewportX=640
WindowedViewportY=480
WindowedColorBits=32
FullscreenViewportX=1280 <-------- set to the res you prefer
FullscreenViewportY=1024 <-------
FullscreenColorBits=32
Brightness=0.700000
MipFactor=1.000000
UseDirectDraw=True
UseJoystick=False
CaptureMouse=True
StartupFullscreen=True
CurvedSurfaces=False
LowDetailTextures=False
ScreenFlashes=True
NoLighting=False
SlowVideoBuffering=True
DeadZoneXYZ=True
DeadZoneRUV=False
InvertVertical=False
ScaleXYZ=1000.000000
ScaleRUV=2000.000000
MinDesiredFrameRate=28.000000
Decals=True
NoDynamicLights=False
UseDirectInput=True
ParticleDensity=0
NoFractalAnim=False
SkinDetail=High
TextureDetail=High
[OpenGLDrv.OpenGLRenderDevice]
RefreshRate=0
VolumetricLighting=False
UseVertexSpecular=False
DisableSpecialDT=False
SupportsLazyTextures=0
Use4444Textures=False
HighDetailActors=True
GammaOffset=0.000000
UseMultiTexture=True
UseAlphaPalette=True
MaxLogTextureSize=0
MinLogTextureSize=0
DetailTextures=True
ShinySurfaces=True
UseFilterSGIS=True
AlwaysMipmap=True
UseTrilinear=True
UsePrecache=True
LODBias=0.000000
ShareLists=False
MaxAnisotropy=0
UsePalette=True
Translucency=True
MaxLogVOverU=0
MaxLogUOverV=0
Coronas=True
UseS3TC=True
UseTNT=False
MaxTMUnits=0
Description=
DescFlags=0
NoFiltering=False
TruFormMinVertices=0
TruFormTessellation=3
UseTruForm=False
NumAASamples=0
UseAA=False
RequestHighResolutionZ=True
MaskedTextureHack=False
SwapInterval=-1
UseVertexProgram=False
UseCVA=False
UseMultiDrawArrays=False
AAFilterHint=0
TexDXT1ToDXT3=False <-------***See nVidia note:***
DynamicTexIdRecycleLevel=100
UseTexPool=True
UseTexIdPool=True
UseSSE=2 <-------------0 = off; 1 = on; 2 = auto detect support
BufferClippedActorTris=False
SinglePassDetail=False
ColorizeDetailTextures=False
DetailClipping=False
UseDetailAlpha=True
AutoGenerateMipmaps=False
UseBGRATextures=True
UseZTrick=False
OneXBlending=False
GammaCorrectScreenshots=True
***For nVidia cards:***
TexDXT1ToDXT3=1
Use this if you have an nVidia GForce/2/3/4 card. This forces DXTC1 calls to DXTC3. nVidia had a bad DXTC1 implementation that made certain texturs look ugly. This is the same as the "Ugly Quake3 sky" issue if you are familiar with it.
UT came with an extra CD that was meant for use with S3 graphic cards running MeTal. This CD contains high res S3TC textures that make the game look much better than the standard res graphics. There have been several OpenGL renderers that can be used to take advantage of the increased graphics quality on non S3 cards. I've used it with nVidia and ATi cards with very good success.
Download the file here here Chris Dohnal has been working on the renderer to make it even better than it was. Things like SSE support, and a fix for nVidia cards are new among other things.
I also posted this info on the Bleedin Edge Forums with a few screenshots. Take a look if you want to see the difference this mod can make.
To set it up, follow the steps below.
1) Be sure your UT install is patched to version 436
2) Install the high res textures off UT CD #2. If you dont have it, there is no point going any further
3) Unzip and install the OpenGLDrv.dll file in the \UnrealTournament\System directory (rename old one)
4) Modify your UnrealTournament.ini file to look like this: These are my tweaked settings, they may not be optimal for your setup.
[Engine.Engine]
GameRenderDevice=OpenGLDrv.OpenGLRenderDevice
----------Dont change anything else in the section--------
[WinDrv.WindowsClient]
WindowedViewportX=640
WindowedViewportY=480
WindowedColorBits=32
FullscreenViewportX=1280 <-------- set to the res you prefer
FullscreenViewportY=1024 <-------
FullscreenColorBits=32
Brightness=0.700000
MipFactor=1.000000
UseDirectDraw=True
UseJoystick=False
CaptureMouse=True
StartupFullscreen=True
CurvedSurfaces=False
LowDetailTextures=False
ScreenFlashes=True
NoLighting=False
SlowVideoBuffering=True
DeadZoneXYZ=True
DeadZoneRUV=False
InvertVertical=False
ScaleXYZ=1000.000000
ScaleRUV=2000.000000
MinDesiredFrameRate=28.000000
Decals=True
NoDynamicLights=False
UseDirectInput=True
ParticleDensity=0
NoFractalAnim=False
SkinDetail=High
TextureDetail=High
[OpenGLDrv.OpenGLRenderDevice]
RefreshRate=0
VolumetricLighting=False
UseVertexSpecular=False
DisableSpecialDT=False
SupportsLazyTextures=0
Use4444Textures=False
HighDetailActors=True
GammaOffset=0.000000
UseMultiTexture=True
UseAlphaPalette=True
MaxLogTextureSize=0
MinLogTextureSize=0
DetailTextures=True
ShinySurfaces=True
UseFilterSGIS=True
AlwaysMipmap=True
UseTrilinear=True
UsePrecache=True
LODBias=0.000000
ShareLists=False
MaxAnisotropy=0
UsePalette=True
Translucency=True
MaxLogVOverU=0
MaxLogUOverV=0
Coronas=True
UseS3TC=True
UseTNT=False
MaxTMUnits=0
Description=
DescFlags=0
NoFiltering=False
TruFormMinVertices=0
TruFormTessellation=3
UseTruForm=False
NumAASamples=0
UseAA=False
RequestHighResolutionZ=True
MaskedTextureHack=False
SwapInterval=-1
UseVertexProgram=False
UseCVA=False
UseMultiDrawArrays=False
AAFilterHint=0
TexDXT1ToDXT3=False <-------***See nVidia note:***
DynamicTexIdRecycleLevel=100
UseTexPool=True
UseTexIdPool=True
UseSSE=2 <-------------0 = off; 1 = on; 2 = auto detect support
BufferClippedActorTris=False
SinglePassDetail=False
ColorizeDetailTextures=False
DetailClipping=False
UseDetailAlpha=True
AutoGenerateMipmaps=False
UseBGRATextures=True
UseZTrick=False
OneXBlending=False
GammaCorrectScreenshots=True
***For nVidia cards:***
TexDXT1ToDXT3=1
Use this if you have an nVidia GForce/2/3/4 card. This forces DXTC1 calls to DXTC3. nVidia had a bad DXTC1 implementation that made certain texturs look ugly. This is the same as the "Ugly Quake3 sky" issue if you are familiar with it.