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Red Faction : Lounge : Portals and missing detail flags |
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topspins |
Posted 26th Sep 2005 9:59am |
L4Y Member Post 78 / 102
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Sometimes Red dosen't save detail flags on brushes you save in a group and you lose them when you reload in the group and I found my pipes half cut off by the air brush as a result because the brush didn't save as detail in the group but saved as solid instead.
So saving stuff in groups dosen't always retain all settings...... I still don't know why Red has got a problem in not wanting to save keyframes in groups.. ..Means I have to redo all the movers again.
When a map becomes corrupt, it becomes a big headache trying to find which group in the map is corrupt. |
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Modified Sep 27th, 12:09am by topspins |
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adambehrend |
Posted 27th Sep 2005 8:48am |
L4Y Member Post 77 / 97
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If you save each group as a seperate group and then load them into the new map.. tada, they are all working as they should be.
saving detail brushes and a combination of air and solid brushes can sometimes give you unwanted effects, but its only a quick fix really. |
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mad_ferrit |
Posted 27th Sep 2005 8:52am |
L4Y Member Post 898 / 1510
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Just use End of Time on the selected solid brushes that have been intersected by air brushes.
RED does save keyframed groups |
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Lace  |
Posted 27th Sep 2005 10:32am |
Post 478 / 1216
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Just remember an airbrush can't be saved in a moving group |
A common mistake people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools. |
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mad_ferrit |
Posted 27th Sep 2005 12:27pm |
L4Y Member Post 903 / 1510
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Quoting Lace | Just remember an airbrush can't be saved in a moving group |
True, any air brushes that form part of a moving group first need to be carved from the solid brushes that they intersect. To do this select the solid brush and the air brush together in brush mode and press Carve. Then delete the air brush and carry on with your movers. |
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goober |
Posted 27th Sep 2005 6:29pm |  |
L4Y Member Post 580 / 265
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just try keyframing ONLY a air brush inside a room with some sides show sky, its really cool, i used it in my Ripley's map. for the spinning room. it worked quite nicely, i had a bunch of problems when i first started it tho |
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topspins |
Posted 27th Sep 2005 10:31pm |
L4Y Member Post 80 / 102
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Ferritt, I just turn those solid brushes that the air brushes cut through into detail brushes and that solves the problem.
Now I have another prob. Tipping pots... Can't do it properly... I can get the pot to tip up to dump me out (As I'm doing a steel factory..) But can't get the pot to tip back up after dumping me out.
Another prob. The Red Highlight around Brushes do not show up properly in group mode when turning the brush into a keyframe mover. And for the tipping pot, I need the red highlights to be showing at all times, not just in brush mode so I know what parts of the pot to select to create the different movers, as I only need to rotate just the pot, not the whole mover or it looks funny as the pot runs along a set of rails. |
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Modified Sep 27th, 10:34pm by topspins |
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mad_ferrit |
Posted 27th Sep 2005 10:36pm |
L4Y Member Post 907 / 1510
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Quoting topsspins | Now I have another prob. Tipping pots... Can't do it properly... I can get the pot to tip up to dump me out (As I'm doing a steel factory..) But can't get the pot to tip back up after dumping me out. |
Ping Pong once? |
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topspins |
Posted 27th Sep 2005 10:56pm |
L4Y Member Post 83 / 102
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Ping pong once for a rotation mover? Hmmm... Makes sense...I thought ping pong was only used for moving the mover back and forth, i didn't know it was also used for rotating forward and then back to it's original position, thanks, it worked. 
Why dosen't red allow particle emitters to be moved in a mover? I wanted steam coming out of my pot as it moved. I can move the contiuous damage if you go into the pot itself, as you're supposed to just stand on the edge.
Now that I got the pot tipping me up. How do I get the contents to "dissapear" since the contents is just a face brush with the lava texture on it |
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Modified Sep 27th, 11:25pm by topspins |
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goober |
Posted 27th Sep 2005 11:27pm |  |
L4Y Member Post 585 / 265
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umm move it out of the level with a 0 time? |
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topspins |
Posted 28th Sep 2005 4:15am |
L4Y Member Post 84 / 102
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A bit drastic, got enough movers of the same brush as it is !. You can just get a glimpse of it moving out of the level anyway, SORRY, NOT FAST ENOUGH. It stll can be seen zipping out of the room. So it's not exactly dissapearing |
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Predalienator |
Posted 28th Sep 2005 4:33am |
Welcome! Post 761 / 1
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Quoting topspins | A bit drastic, got enough movers of the same brush as it is !. You can just get a glimpse of it moving out of the level anyway, SORRY, NOT FAST ENOUGH. It stll can be seen zipping out of the room. So it's not exactly dissapearing |
Can i see a pic of how it looks?Maybe when the face moves you can blac out the player for awhile,then make him regain consciousness so it looks like as he took a great fall. |
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Pickles |
Posted 28th Sep 2005 5:27am |
L4Y Member Post 363 / 392
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What about a swap_texture event to an invisible texture? Or have we determined that it doesn't work in multi? |
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topspins |
Posted 28th Sep 2005 6:54am |
L4Y Member Post 86 / 102
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No, swap textures only works with clutter objects (including entities), dosen't work with brushes.
Ok, it's a molten pot of metal.. If the pot reaches it's destination (the main ore pit) and tips over while the player is still in it, it's game over. So the object is to stand on the edge of the pot as it is moving along the rails then jump off it before it reaches the pit, but if you get inside the pot while it is still moving you start to get instant damage also. |
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Modified Sep 28th, 07:07am by topspins |
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adambehrend |
Posted 28th Sep 2005 6:57am |
L4Y Member Post 81 / 97
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I have it working in Multi.. thanks to Red Frog aswell for encouraging me |
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topspins |
Posted 28th Sep 2005 8:52am |
L4Y Member Post 87 / 102
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Here's the map in question: Steel factory

As you can see there are a few tweaks still to be made, have to edit the blend texture and get rid of the black line for it spoils the effect that I want.
The metal is in the pot but it's dark in the mover as you can see even though the texture is set on fullbright (I don't know why I can't have fullbright textures in a moving group so it looks like I have to use a light to brighten it up... So far it has been portaled with only two portals (lol). 
The pot itself is on a set of chrome rails but the top conveyor belt is blocking it out from view. I will update the pic when I add some more stuff in |
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Modified Sep 28th, 10:10am by topspins |
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