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Unreal - Renderer And Texture Replacers?
I'm replaying Unreal, using Kentie's Direct3D 10 renderer, which seems nice. According to its feature list, it's supposed to support S3TC textures, such as the S3TC Stock Unreal Textures Extreme End sets, but the option doesn't turn up in advanced settings - and it doesn't help to add the line manually to the ini either.

Anyone who knows if it's possible to use them together - or if there are alternatives for rendering and/or HD textures?

The latter might not matter so much because the game actually looks rather good, but I'd like to be able to check out texture replacers if nothing else.
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Yeah UT Sounds That Was It 
Unreal was pretty ambient and chillax, with all the game's sounds perfectly balanced. UT was exxxtreeeme m-m-m-monster-kill excess, with loud bombastic weapon sounds.

Putting the UT weapon sounds into Unreal was an artistic misfire on a par with those terrible quake mods that add all those weird "updated" weapon noises no doubt sampled at 256-bit, 12 million kHz or whatever the fuck. 
They have more kHZ's, they are objectively better! No more "woof woof" DBS! 
The general feeling here is that the original Unreal weapons lacked any real bass or impact. And they didn't. Most of them sounded like a very polite vacuum cleaner.

So replacing the sounds was an attempt to rectify that. 
Weapon SOUNDS, I mean. Not speaking to the designs or whatever. 
Right, thanks, Nitin, I'll keep both installs so I can play Oldskool UT-mods. 
And thanks for the info on weapon sounds. I'll compare at some point but I chose Classic sounds. 
The general feeling here is that the original Unreal weapons lacked any real bass or impact. And they didn't. Most of them sounded like a very polite vacuum cleaner.

So replacing the sounds was an attempt to rectify that.

Thing is, the weapons were very weak and enemies always took tons of hits before they went down, so having massive booms rattling your speakers continuously as you slowly chip away at Skaarj Number 2853 gets old very quickly. 
I have to say that the game still looks rather nice. This is with the OpenGL renderer and Unreal Extreme End texture replacers: 
The Game Looks Nice 
with standard textures too IMHO, especially with 'deatil textures' turned on. That was always a nifty feature IMHO. 
Sort of, but there's a big difference IMO. And it's a nice texture replacer, sticking close to vanilla while being much sharper and more detailed.

Pffft, looks just as bad as those crappy "programmer art" hi-res textures for quake 
Pointless to argue about taste, but I don't agree. I think it looks very close to vanilla, but much better. Here's a comparison shot with vanilla textures: 
Adding perlin noise to a texture doesn't add detail or make it higher res. Just my 2 cents. :) 
Thanks for reinforcing my point by posting the far superior original. 
Exactly how are the original textures "far superior"?

I mean, they can be technically nicely done, but they are simply too small to look good in 1920x1080 IMO. 
I prefer the originals in that instance. Although to be honest it's a really terrible texture in general. I used to map for Unreal and it's one of the worst textures in the game. 
Note: I DO have the original game somewhere, but the current install is from a torrent, so it's the compressed vanilla textures in the screenshot rather than the uncompressed ones that also come with the game IIRC. So they might look better - can't say. 
Also, I do see your point, Kinn, and I agree with you regarding certain textures, but some of the replacers are quite good - and the ones in the screens are one example IMO. 
i feel they are both shit.

is there a way to run unreal with nearest neighbour instead of linear/bilinear filtering? 
Yes there is. Press TAB to get the command line up and type in "preferences" and it will bring up an advanced menu where you can make all kinds of tweaks. Here you should be able to disable filtering on textures (amongst a shit load of other things). 
Texture Filtering In Unreal 
let me know if you find a way to use different texture filtering settings for the lightmaps vs other textures. 
equating "high res" with "good" without qualification or exception is a disease 
To Be Fair 
in that shot, the original textures arent exactly great to start off with and I would tend to agree the replacement is as 'good' if not better.

It's certainly very different to some of the quake hi res textures that get shown. 
pretty sure Unreal was not meant to be run without texture filtering, mainly because the 'detail texture' setting meant that you dont get the blurriness when up close. 
Original Unreal Textures 
Look fine, or even good in that shot. I mean at least they have a bit of shading, and a bit of detail (scratches, chips in the rock). The replacements look like "noise filter; draw some black lines". 
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