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NoClanFrank    Posted 18th Nov 2005 1:33am
Post 1745 / 5840
People usually only need to fear them if they are planning on having Geo-mod on their multiplayer level. I don't mean limited Geo either.
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S1lenT_x   Posted 18th Nov 2005 1:47am
L4Y Member
Post 14 / 20

Quote
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.
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RED-FROG   Posted 18th Nov 2005 2:13am
L4Y Resident
Post 704 / 5258

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 ¤    Modified Nov 18th, 02:18am by RED-FROG
wakey1512   Posted 18th Nov 2005 7:35am
L4Y Member
Post 31 / 154

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
MY RF MAPS    Modified Nov 18th, 08:37am by mad_ferrit
goober   Posted 18th Nov 2005 11:08am
L4Y Member
Post 933 / 265

Quoting REDFROG
often twice or trice or fourth


acually its Twice, Thrice, And Fourth.

you got 2 of em
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