But in future plan your map around this. If you have a large brush with overtiled textures then create splits in it when you first make the brush. You will get the hang of how ps2's are created if you watch them every time you texture and build something. I think that if you are applying map with a 256x256 texture then the maximum sized face you can have with no ps2's is around 20 RED units long.. Don't quote me on that, but it's around that
- mad_ferrit
Yeah, thanks for the tip. I've been keeping an eye on the ps2 faces ever since this thread. I'm starting to get the hang of it now.
mad_ferrit, thats right, it will decrease the ps2 face count. But will also increase the normal face count, often twice or trice or fourth (not sure if these words really exist ) as much.
I've also done this on my maps, but I find it stupid to create a lot of more faces, just to get rid of the addtionally added faces which are there to fixing up the faces.
I don't know what the ps2 stands for, they cap holes perhaps. Or some faces need more (invisible) splits to work. I think RedFaction has to re-calculate/re-create them by doing geomod, this may need more power than normal faces.
IF the map is very complex AND IF it also has a lot of ps2 faces it's not going to be good with geomod.
These lags and problems vary on the levels. Sometimes they can be a problem, sometimes not.
I hate it to lower the texture quality just because of the ps2 faces.
In some Lego levels you can find hundrets of ps2 faces. But just because of those. If I'd scale up the floor textures I could get rid by hundrets of them, but that'd also look stupid.
Did you had heavy lags when geomod was made on the city level? I didn't, cause the level isn't extremely detailed, and uses many detail brushes.
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤
Hey volition managed portals on that map where you need to get to the shuttle fast and you traverse this HUGE canyon, im sure it has portals
mad_ferrit
Posted 18th Nov 2005 8:35am
L4Y Member Post 1045 / 1510
In my experiences the engine copes better with rendering more and smaller faces than huge faces with PS2's.
Let's imagine you have 2 examples of the same brush, one split with no PS2's and one large one with loads, but the number of these virtual faces is the same on each. I'd opt for the split brush every time
As with everyhting in RED editor... it's a compromise that you have to make