Heya,
Is there at all a way to force AA when viewing the Unreal 3 editor? I've tried forcing it on ut3.exe via the nVidia control panel, but that's not working.
I've been resizing my images to
half-resolution in the mean, which I don't like doing. But
the high-res ones are so jaggy they aren't worth showing.
What about rendering a screenshot of your desktop at a forced resolution higher than what your monitor shows? If possible, that could be a back-up plan.
Thoughts?
Replies
thats how i do it, i force the game to run at like 2000 pixels wide or so in windowed mode and take a screenshot. There is another way that just takes a screen at higher res without having to do this i think though, but I havn't found it yet.
When running the game from the editor, press tab
then type "rc" (not 100% sure if this is correct though, dont have unreal3 installed to check right now)
this brings up a window where you can change the resolution, set it to 2000*2000 or so
then in the window, press tab and write "screenshot" and it'll write a bmp to your unreal3 folder in my documents/my games
bah i'm so annoyed with so many modern games not haveing anti aliasing because of a deferred renderer.. i'd gladly sacrifice half the triangle count or texture memory that can be used if that means there will be AA
http://forums.epicgames.com/showpost.php?p=26092468&postcount=1397
But I have no idea if they removed it from UE3.
yes, I know it doesn't help
edit: busted while typing
This page from UDN explains the tiledshot command.
http://udn.epicgames.com/Three/TakingScreenshots.html
EDIT:
nrek beat me to it
You'll see the screen zoom and do some wacky stuff for a few seconds and know it worked.
So, if the tiledshot + noclip (and hide my HUD/weapon/nothing on my screen?) will work in the game, I'm golden.
Me and a friend experimented with the tiledshot command and it can render very large images. It might seem as if it has crashed but if you leave the PC alone and let it do its crunching it comes back to life and you have a huge 10k+ bitmap lol.
http://www.nhancer.com/
Either way the screenshots look crisper if you take screens from ingame.
Cool, I have to check this out. I assume playing unreal using the unpublished folder would still give you the same nice results but save you the step of having to publish the map correct?
Load the editor, save your map as something like "DM-<mapname>" so you'll do the regular load out when you play the level. Right click somewhere in the level and select "Play from here" and you'll jump in your world, press F10 to bring up the console, and type "togglescreenshotmode" and this will remove all the UI and FPS stuff from the screen. Then you type something like "tiledscreenshot 3" or something similar to get a much higher res version (tiledscreenshot 2, tiledscreenshot, 6, etc.). I think that's all the steps, I'm away from UT3/UnrealEd right now, but that's off the top of my head.
Hope it helps.