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  #1  
Unread 22nd May, 2010, 01:17 PM
Meindratheal Meindratheal is offline
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Default Dodgy UT Screenshots

Before you ask, yes I did try a search

Basically, I play UT on a few home-made servers. They run NexGen and I have set it so that they take a screenshot for me at the end of each game. However, the pictures don't seem to work for me. If I open them in paint, they are in greyscale, and they are skewed with the top left corner wrapping round to the right hand side like so...


________
| \ |
| \ |
|_______\|

Edit: Can't get this to show properly but I'm sure you get the idea

This happens with the built-in UT screenshot function, manually doing a PrtScrn then pasting into MS Paint works fine but would get really irritating very quickly.

Last edited by Meindratheal : 22nd May, 2010 at 02:02 PM. Reason: More info
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  #2  
Unread 22nd May, 2010, 01:31 PM
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Heh well, this happens in bmp screenshots if scanlines aren't padded correctly. What resolution are you using? Did you try upgrading to the latest patch?
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  #3  
Unread 22nd May, 2010, 01:45 PM
Meindratheal Meindratheal is offline
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Yep, I'm using v451b.

Just as a test, I tried running it on Windows XP 32bit, screenshots perfectly. It must be something to do with my Windows 7 64bit.

My resolution is 1366x768 at home, here (WinXP) it is 1024x768.

Last edited by Meindratheal : 22nd May, 2010 at 02:03 PM. Reason: More info
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  #4  
Unread 22nd May, 2010, 02:34 PM
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Probably a padding error due to the weird horizontal resolution you have then. Can you try 1024x768 for example? (or 1280x800)
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  #5  
Unread 22nd May, 2010, 08:55 PM
Meindratheal Meindratheal is offline
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1024x768 works fine for screenshots, but obviously when I'm playing I have black patches to the left and right of the screen which are really irritating.

EDIT: 1360X768 works fine, and 3 pixels from the left and right of the screen won't matter too much.

So I guess that there is no way to fix this, I'll just have to play at that resolution unless there is an actual way to fix it.

Thanks for the help though Anth, you're great

Last edited by Meindratheal : 22nd May, 2010 at 08:58 PM.
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  #6  
Unread 22nd May, 2010, 08:57 PM
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1280x800 is a very nice 16:9 resolution.
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  #7  
Unread 22nd May, 2010, 09:30 PM
Meindratheal Meindratheal is offline
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I don't think my screen is actually 16:9
1366x768 is the native reolution of the screen.
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  #8  
Unread 25th May, 2010, 12:24 AM
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Quote:
Originally Posted by Meindratheal View Post
If I open them in paint, they are in greyscale, and they are skewed with the top left corner wrapping round to the right hand side like so...
I used to get this with UT running in windowed mode. Are you playing full screen? Is this on a desktop or laptop?
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  #9  
Unread 25th May, 2010, 01:07 PM
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UT doesn't follow the BMP specifications that each pixel row's data must be padded to multiples of 4 bytes. If your horizontal screen resolution isn't dividable by 4 then the screenshot BMP file will be off-specs.

In theory it should be possible to detect this error in screenshot files and fix them, but I'm not aware of any tool that can do this.
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  #10  
Unread 26th May, 2010, 05:13 PM
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How did you figure this out Wormbo?
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UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish

And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
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  #11  
Unread 28th May, 2010, 12:31 PM
Meindratheal Meindratheal is offline
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Quote:
Originally Posted by Azura View Post
I used to get this with UT running in windowed mode. Are you playing full screen? Is this on a desktop or laptop?
This is when I play full-screen, and it's on my laptop.

As I say, 1360x768 works fine for me, I'm growing used to it easily
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  #12  
Unread 28th May, 2010, 02:28 PM
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Quote:
Originally Posted by Azura View Post
How did you figure this out Wormbo?
It's not that hard to notice if you compare screen resolutions to the BMP specifications. UT's screenshots become "corrupted" only if the horizontal resolution isn't a multiple of 4.
UT writes 24bit BMPs, i.e. 3 bytes per pixel. So, at 1360x768 each row consists of 1360*3=4080 output bytes, which obviously is a multiple of 4, so no padding is required. at 1366x768, an output row consists of 3*1366=4098 bytes, which is not a multiple of 4 and requires 2 bytes of padding at the end of each row. UT doesn't add that, so the screenshot file is incompatible to standard-compilant BMP readers.
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  #13  
Unread 7th June, 2010, 12:36 AM
dU.Hitman dU.Hitman is offline
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I have put this on the end of my OpenGL settings in the UnrealTournement.ini
GammaCorrectScreenshots=True

Works in the D3D section to
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  #14  
Unread 7th June, 2010, 03:01 AM
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Gamma Correction doesn't affect the padding of the bmp scanlines.
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  #15  
Unread 9th June, 2010, 04:00 PM
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I had this error with broken nvidia drivers and AA on.
After disabling AA from graphics card drivers, it worked.
Though it was for UT2k4, I don't say it is related, but it is worth trying.
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  #16  
Unread 9th June, 2010, 09:46 PM
dU.Hitman dU.Hitman is offline
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Quote:
Originally Posted by AnthraX View Post
Gamma Correction doesn't affect the padding of the bmp scanlines.
Sorry I dont realy now the tec-part of it ,I only now i had problem from the long way back with blurry F9-pics and with this line it get nife-sharp
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