Mr.Deviance has fixed the bumpmaps in the full game! Oh nohes! :D
#1 Posted 16 June 2011 - 10:37 PM
After being the first to find the sos console, now I bring another first to you guys.
You can finally play the Full game with the same bumpmap quality as in the demo and if you want you can have even MORE detail than you've had in the demo.
At this point you are probably asking yourselves how did I do it and if you will need to download some extra bumpmap files or something like that to fix it.
My answer is!
Absolutely not!
To get the bumpmaps to look as detailed as they looked in the demo or even more detailed all you have to do is enter this command in the console
r_bumpmipbias -1
Now read this if you want even more details or less details.
It seems that r_bumpmipbias is a lod (level of detail)setting for bumpmaps that can have values that range from -100 to 100 where 0 is technically the middle between extremely sharp and extremely blurry.
If you want the details to look as high as they did in the demo, type r_bumpmipbias -1 if you want even more detail type r_bumpmipbias -10 and if you want even MORE detail (which at this point starts to be exaggerated IMO) type r_bumpmipbias -100
If you want to go back to the default settings type r_bumpmipbias 0
To be honest, -100 vs -10 don't seem to make any real difference now that I've looked again and -10 already seems to exaggerated to me.
The thing with going too low with these values is that details start to look aliased(jaggy) and this is an effect that's know to happen when you exaggerate bumpmaps too much in general.
So my personal advice is to set them to either -1 or -0.5 according to your preference.
-1 is like in the demo while -0.5 is slightly blurrier but also helps with the aliasing issue.
Play with these values to your liking because this is where you get the bumpmap details from
This post has been edited by Mr.Deviance: 16 June 2011 - 11:33 PM
#2 Posted 16 June 2011 - 10:41 PM
Can we leave requests? blood decals is next on my list
#3 Posted 16 June 2011 - 10:49 PM
#4 Posted 16 June 2011 - 11:15 PM
TX, on 16 June 2011 - 10:49 PM, said:
In the demo it looks ok with 0 but in the full game it doesn't.
I am not sure if they blurred the physical bumpmaps or if they just fucked around with the setting but all I can say after my research is that with -1 in the full game, the depth and the details look like the demo does by default.
#5 Posted 16 June 2011 - 11:18 PM
This post has been edited by Tea Monster: 16 June 2011 - 11:21 PM
#6 Posted 16 June 2011 - 11:22 PM
#7 Posted 16 June 2011 - 11:27 PM
randir14, on 16 June 2011 - 11:22 PM, said:
I found this in the process of searching for a fix for the bullet wound decals
If a console setting can fix the bullet wound decals then I will find that too, however I am not so sure about that one.
At this point I think the bullet wounds are a decal setting set up through material settings from inside the material files which I can't modify at this point without some tools.
But if we're lucky I might just make a Mr.Deviace strikes again round 3. Let's be hopeful.
This post has been edited by Mr.Deviance: 16 June 2011 - 11:27 PM
#8 Posted 16 June 2011 - 11:33 PM
randir14, on 16 June 2011 - 11:22 PM, said:
Man, he strikes back again!
makes ya wonder what GEARBOX'S problem is? the tools are all here for us just hidden, so why are they holding back and not just telling us everything that is possible here? what next.. the editor is fully here and hidden too???
keep it up Mr.Deviance here's another rep point from me
#10 Posted 16 June 2011 - 11:40 PM
trackit, on 16 June 2011 - 10:41 PM, said:
Can we leave requests? blood decals is next on my list
Actually that's what I was trying to fix when I discovered this.
coheed82, on 16 June 2011 - 11:33 PM, said:
makes ya wonder what GEARBOX'S problem is? the tools are all here for us just hidden, so why are they holding back and not just telling us everything that is possible here? what next.. the editor is fully here and hidden too???
keep it up Mr.Deviance here's another rep point from me
Thanks. The editor commands are there but the editor files don't exist and I can assure you of that because I've documented myself on how this shit works.
In fact you could even see the editor in the 2009 Jace Hall show and it has an exe named DukEd which is obviously not in the game anymore.
This post has been edited by Mr.Deviance: 16 June 2011 - 11:46 PM
#11 Posted 16 June 2011 - 11:53 PM
#12 Posted 16 June 2011 - 11:57 PM
and thanks for this, im exploring everything i can, even now im playing what i like to call "Duke Rally"!! thanks to first person view in Ghost Town level! & dnclip gives me the freedom i really enjoy!
Thanks a bunch. now to use dnclip to go to those special places!
This post has been edited by coheed82: 16 June 2011 - 11:59 PM
#13 Posted 16 June 2011 - 11:57 PM
Romulus, on 16 June 2011 - 11:53 PM, said:
I am not sure but I think that the full game bumpmaps are blurred just a bit and with this command the details get carved deeper into the blurred bumpmaps and the details pop out again even if the bumpmaps are bit blurred.
Go try for yourself and you will see that with this command the bumpmaps are going to look as they did in the demo.
This post has been edited by Mr.Deviance: 16 June 2011 - 11:59 PM
#14 Posted 17 June 2011 - 12:22 AM
#15 Posted 17 June 2011 - 12:28 AM
Malgon, on 17 June 2011 - 12:22 AM, said:
At the moment I am trying to compare some bumpmap files from the demo with the ones from the full game and reach a definitive conclusion on whether the full game has it's bumpmap files blurred or not.
#16 Posted 17 June 2011 - 12:34 AM
Mr.Deviance, on 16 June 2011 - 10:37 PM, said:
After being the first to find the sos console, now I bring another first to you guys.
You can finally play the Full game with the same bumpmap quality as in the demo and if you want you can have even MORE detail than you've had in the demo.
At this point you are probably asking yourselves how did I do it and if you will need to download some extra bumpmap files or something like that to fix it.
My answer is!
Absolutely not!
To get the bumpmaps to look as detailed as they looked in the demo or even more detailed all you have to do is enter this command in the console
r_bumpmipbias -1
Now read this if you want even more details or less details.
It seems that r_bumpmipbias is a lod (level of detail)setting for bumpmaps that can have values that range from -100 to 100 where 0 is technically the middle between extremely sharp and extremely blurry.
If you want the details to look as high as they did in the demo, type r_bumpmipbias -1 if you want even more detail type r_bumpmipbias -10 and if you want even MORE detail (which at this point starts to be exaggerated IMO) type r_bumpmipbias -100
If you want to go back to the default settings type r_bumpmipbias 0
To be honest, -100 vs -10 don't seem to make any real difference now that I've looked again and -10 already seems to exaggerated to me.
The thing with going too low with these values is that details start to look aliased(jaggy) and this is an effect that's know to happen when you exaggerate bumpmaps too much in general.
So my personal advice is to set them to either -1 or -0.5 according to your preference.
-1 is like in the demo while -0.5 is slightly blurrier but also helps with the aliasing issue.
Play with these values to your liking because this is where you get the bumpmap details from
do you remember my post . "maybe it's just a setting probably"
#17 Posted 17 June 2011 - 12:50 AM
#18 Posted 17 June 2011 - 12:55 AM
This post has been edited by Romulus: 17 June 2011 - 12:59 AM
#19 Posted 17 June 2011 - 12:56 AM
#20 Posted 17 June 2011 - 12:57 AM
Madmaxwell, on 17 June 2011 - 12:50 AM, said:
You know, as fun as conspiracy theories are, I'm pretty sure they didn't set out to spend millions of dollars to put their name on something people are going to think is shitty and still remember in a few years when they "reboot" it. Dismantle your hat, put the foil back on the roll and come back and join us in the real world.
#21 Posted 17 June 2011 - 01:01 AM
Trok, on 17 June 2011 - 12:56 AM, said:
I know there's a way to bind console commands to keys, but I don't know how to bind multiple commands to a single key. Maybe someone else here knows. A single command to make the "T" key change your FoV to 90 would look like:
set input T fov 90
This post has been edited by randir14: 17 June 2011 - 01:03 AM
#22 Posted 17 June 2011 - 01:04 AM
#23 Posted 17 June 2011 - 01:10 AM
randir14, on 17 June 2011 - 01:01 AM, said:
set input T fov 90
Thank you much.
#24 Posted 17 June 2011 - 01:15 AM
TX, on 17 June 2011 - 12:57 AM, said:
I will just as soon as gearbox explains why there PR is so shit xD, also tin foil better used as burrito wrapper :3
This post has been edited by Madmaxwell: 17 June 2011 - 01:16 AM
#25 Posted 17 June 2011 - 01:38 AM
Romulus, on 17 June 2011 - 01:04 AM, said:
Not quite. The level design would still be the same, and they'd definitely still be linear.
Edit: btw I'm typing this thing into the SOS console and it's not making the slightest bit of difference
This post has been edited by Micky C: 17 June 2011 - 01:46 AM
#26 Posted 17 June 2011 - 01:56 AM
randir14, on 17 June 2011 - 01:01 AM, said:
set input T fov 90
set input "key" | command1 | command2 | command3 | command4 | etc |
That's how you input multiple commands
#27 Posted 17 June 2011 - 02:34 AM
set input b set Engine.PlayerPawn DefaultFOV 90 | r_dofpow 0 | r_bumpmipbias -1 | set dngame.playerpawn vehiclepov vpov_firstperson
Damn the game looks so much nicer this way!
Note:
dofpow is to disable depth of field.
vehiclepov is to enable first-person in the Mighty Foot levels.
Thanks a bunch Mr.Deviance! You've saved my life!
This post has been edited by Paradox: 17 June 2011 - 02:35 AM
#28 Posted 17 June 2011 - 03:53 AM
#29 Posted 17 June 2011 - 05:22 AM
Mr.Deviance, on 16 June 2011 - 11:27 PM, said:
great! Helps me right now !!!
Great work, and thanks!
Keep it up.
This post has been edited by Hank: 17 June 2011 - 05:23 AM