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topspins   Posted 29th Aug 2005 5:08am
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Does anyone know how to prevent or solve this... In Red when putting a small 3 foot fake door decal on top of a long flat brush (like on a wall), when testing the level, you sometimes find red has decided to display the door decal by stretching it over 20 feet across the wall from one end to the other like a piece of spaghetti instead of just appearing on the wall as a normal small door decal as it's supposed to do. It is definitely wrong of Red to automatically stretch decals.. It is supposed to be left to the user to stretch the decals, not Red. Red is only supposed to display what the user alters, not the other way around.
   
goober   Posted 29th Aug 2005 1:42pm
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i always have this problem, ive come to the conclusion, that you cant have colors at the edge of the picture on the decal, it has to be transparent
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mad_ferrit   Posted 29th Aug 2005 3:25pm
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Yeah if you make custom decals then you need to leave a border of transparency around your image in Photoshop or whatever you are using. You need at least 1 pixel but I usually go for a few more for good measure, remembering to keep the image size to the correct dimensions... 128, 256, 512 or whatever.
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topspins   Posted 30th Aug 2005 2:50am
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Someone have a instruction manual written for this editor, we certainly need one !. How very interesting guys, because the very decals that was causing this annoying problem were Red Faction's default decals, not custom-made ones.

So I conclude from this that some decals in Red work, and others just give the spaghetti effect.. That is bad like how some red groups would work, and others wouldn't work because of missing textures !
   
mad_ferrit   Posted 30th Aug 2005 9:05am
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I've never had that problm with a default decal
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goober   Posted 30th Aug 2005 1:28pm
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me niether, what is the filename of the .tga you are trying to use? it may not be ment to be used as a decal it might be a door texture or something.
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KERPAL   Posted 11th Sep 2005 3:53am
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maybe the dimensions of the decal was too big
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topspins   Posted 11th Sep 2005 9:50am
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Red is another Kotor letdown because not only is the editor only abt 80% complete as we all know. some were properly finished, others were left unfinished, some will corrupt your map and some will not. like incompleted help file, missing textures, corrupt groups and clutters ect..

It is just inexcusable for a game company to release a game with just half an editor, with resources that don't all fully work and are corrupted and ship it out with an unfinished help file for the editor that's not even 10% explained to us properly.

Red is an editor that needs lots of detailed explaining of how to do things with it.

I find out through trial and error that not all events will work with auto triggers or even with door triggers and you have to use event triggers to make them work and some events only work with door triggers and not work with event triggers, its crazy, Red clearly has problems here in the linking system, they all should work with every trigger but they don't...

The guys who wrote the help to red never explained this limitation Red had about the three different triggers or give a list of the events to tell us what will work and what will not with each type of trigger, had they mentioned that that would've made life easier for us who make maps. Since all the triggers all look the same, its confusing and misleading....

I know how to do alot of other things in Red, but I don't even know how to use such basic things like splitting or cutting a brush for when I select those options after highlighting a brush, nothing happens, I can't select any blue points on the brush to mark where I want to cut it or anything because I don't know how to get the editor into that mode to start cutting for me, can someone explain it, the help file dosen't even tell you, instead it just tells you what shortcut keys to use, it dosen't tell me how to cut and split a brush so the help file is shoddy and useless, it explains events but dosen't tell you how to use them, how to set them up, because they have to be set up a certain way for them to work, some events work with door triggers, and others work only with event triggers or they won't work at all and it was only through trial and error and frustration that I got events that didn't work to work when I tried different triggers....... The splits for the Cone brush don't work either.

So really when making maps, it's a matter of guessing which textures, or clutter, ect are good to use and which ones are bad or have the potential to corrupt your map.
   Modified Sep 11th, 10:58am by topspins
adambehrend   Posted 11th Sep 2005 10:31am
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I had no trouble mapping when i first started, because all i wanted was to create brushes and texture them.. but for me now its a matter of discovering ways to get special features working in Multiplayer.

You can find an updated RED Help file on redfactionview.net

Even if RED was supposedly "unfinished" it certainly still has enough power to create anything you want.
AKA marc123    
topspins   Posted 11th Sep 2005 11:10am
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Post 27 / 102

The first time I downloaded the redhelp from the official redfaction website, I unpacked redhelp.exe and found it was a 10 meg file called Redhelp.CHM. I could not get windows xp to even run that file for me so I could not use the file as I don't know how to run CHM files.

I tried Redfactionvew.net and downloaded that updated helpfile already, and after downloading it, tried to unpack it, and the zip compiler told me the file was corrupt and could not unpack it and I got the message. "UNEXPECTED END OF FILE." So if I download it again and find I get the same message then surely someone must have an uncorrupted help file that is actually runnable...



It's good but its limited.. We only have a very limited number of keyframes and movers so you can only do very basic things and not complex stuff or have many movers. You can have some, but not many.
   Modified Sep 11th, 11:17am by topspins
adambehrend   Posted 11th Sep 2005 11:49am
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Just put the Help file.chm into your red faction folder, when you go into RED and go Help, it will be different and you will see the changes taken affect with the result of a completely new help file.

you can have as many keyframes as you want, you can make them move as much as you want and spin, and a combination of both.
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goober   Posted 11th Sep 2005 12:33pm
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Quoting topspins
It's good but its limited.. We only have a very limited number of keyframes and movers so you can only do very basic things and not complex stuff or have many movers. You can have some, but not many.



what?!?!?! in my map Runners Rally i had about 350 differnt movers! and like 120 of them were in the last room!
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topspins   Posted 11th Sep 2005 5:51pm
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350 movers, are you crazy, do you know what that would do to my machine, it would crash it before it even loads it into Red, I don't know how you guys are getting such huge numbers of keyframes and movers and other stuff.
   
goober   Posted 11th Sep 2005 6:00pm
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Quoting topspins
350 movers, are you crazy, do you know what that would do to my machine, it would crash it before it even loads it into Red, I don't know how you guys are getting such huge numbers of keyframes and movers and other stuff.

it loads on my friends 32 mb video card lol

maby he cant load it into RED but he can still play it, thats all that matters anyway
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