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Predalienator   Posted 24th Aug 2005 2:50pm
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Post 171 / 1

I need help with the realistic terrain tutorial for my 2nd singleplayer map S.E.F.O.T.R.F mission2 map.The tutorial didint make sense for me about the part on how to modify the terrain.How do i do that like in the tutorial the tutorial is not quite helpful for me can someone give a more detailed tut on how to make realistic terrain for RF.
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goober   Posted 24th Aug 2005 3:50pm
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split your box room alot, then jitter all the floor verticies, by like 0.20 and then go to face mode, mesh smoooth, save mesh smooth, save, and go test
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mad_ferrit   Posted 24th Aug 2005 7:23pm
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Which tutorial are you referring to?

Goober, although that method will work, it will cost you a hell of a lot of faces...
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goober   Posted 24th Aug 2005 8:08pm
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Quoting mad_ferrit
Which tutorial are you referring to?

Goober, although that method will work, it will cost you a hell of a lot of faces...



i know..... but thats what pickles tutorial said.
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Predalienator   Posted 25th Aug 2005 2:24am
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Quoting mad_ferrit
Which tutorial are you referring to?

Goober, although that method will work, it will cost you a hell of a lot of faces...

the realistic terrain tutorial.Pickels way is so hard that i dont understand it a bit.I need a more detailed tutorial.Red always crashes when i use Pickels way any better ways of making realistic terrain.?
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Pickles   Posted 25th Aug 2005 5:02am
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Which part do you need help on? I mean, I thought it was pretty straight-forward and most people using it did too. However, I've forgotten what it was like years ago to be a new mapper...

Anyways, MF I know that this will give you a hell of a lot of faces. That is why it's REALISTIC terrain. You can always mesh smooth once if you'd like to keep the faces down, instead of twice.

Last, tell us exactly what it is you are trying to do when it's crashing. I also need original room dimensions and splits. (Having too large of room and too many splits can be a bad, bad thing!)

MF, he's referring to this.
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Predalienator   Posted 25th Aug 2005 6:06am
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Post 177 / 1

Quoting Pickles
Which part do you need help on? I mean, I thought it was pretty straight-forward and most people using it did too. However, I've forgotten what it was like years ago to be a new mapper...

Anyways, MF I know that this will give you a hell of a lot of faces. That is why it's REALISTIC terrain. You can always mesh smooth once if you'd like to keep the faces down, instead of twice.

Last, tell us exactly what it is you are trying to do when it's crashing. I also need original room dimensions and splits. (Having too large of room and too many splits can be a bad, bad thing!)

MF, he's referring to this.

The room was like in the tutorial 40x60.And the part that Red crashes is when i,m smoothing the terrain and i dont no how to make the hills like in the tutorial that says( now modify the terrain as you wish.If you dont care much,just add in a bit of bumps around and let jitter do its thing.)Thats the part i dont no how to do.
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Pickles   Posted 25th Aug 2005 7:15am
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What part are you having troulbe in then? Vertex movement? If that's the case, you need to go back and read through the included help file. I will NOT repeat what's found in the basic help file. If you're serious enough about mapping, you should get to know at least all the basic movements and modes before you go about doing something... sorry to be a bit blunt, but it really is the truth.

If it's the jitter you're having problems with, move down the tutorial a bit... you just haven't scrolled south enough. It's explained thoroughly enough later on. That's just a little mention about it.

Quoting Terrain Tutorial
Next comes the jitter. It’s important here to select only the inside vertexes, and not the outside… or at least as long as you’d like to keep your standard box shaped level. This means either you can do it manually, which is go in and hold CTRL and click on each vertex, or if you’d like to save a bit of time, just select the center section from an orthopedic (wire) view, I prefer the front. Then go inside, and holding CTRL de-select the edge ones.

Now comes the jitter. At this point its all about personal preference and how wild you’d like to get on the level. The higher the jitter, and the more you do it, the wilder the level will look in the end. If you painstakingly put your vertexes where you wish, you might like a small jitter or none at all. The point of the jitter is to create what Mother Nature would, that is, the effect of random terrain. When I did it, I set the jitter to 4.00, jittered it, and did it again, about 4 times or so. Watch your orthopedic views and make sure none of the vertexes extend out of your box or level. When you get it where you want it, go ahead and get ready for the next phase.


And of course there's pictures in the actual tutorial...
+/ <!MADDOX!> [+] <!DevArt!> \+    Modified Aug 25th, 07:20am by Pickles
mad_ferrit   Posted 25th Aug 2005 8:41am
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Quoting Predalienator

The room was like in the tutorial 40x60.And the part that Red crashes is when i,m smoothing the terrain and i dont no how to make the hills like in the tutorial that says( now modify the terrain as you wish.If you dont care much,just add in a bit of bumps around and let jitter do its thing.)Thats the part i dont no how to do.


That is probably because you are creating too many faces and RED cannot handle it, in fact I am almost certain that's what is happening. Although Pickles' tutorial does create some absolutely stunning UT-style terrain it does create too many faces.

RED, being the irritating, limiting editor that it is, you always have to find a compromise when you're building between what looks good and what is less costly in terms of your limits and ultimately performance.

In my map All Around the World for example I could have made some absolutely perfect reproductions of the world's most famous monuments and structures but I couldn't because I knew I had limits to work to. So that is why I merely gave a representation of these structures instead.

It sucks but it's true

Pickles' terrain tutorial is for the advanced RED user, someone who knows the consequences of adding so many faces and someone who can anticipate or calculate roughly how many faces it's gonna add to their level. Meshing smooth on your terrain will typically add 3-times as many faces to it.

If you are serious about using the mesh smooth function on a large area of terrain then try doing small sections at a time, building after each one.
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Predalienator   Posted 25th Aug 2005 12:00pm
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Post 180 / 1

Thanks for the tip.I kind managed to make realistic terrain but its not like in the tutorial pics its more of like a grand canyon bieng shaved.
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