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Ninja~   Posted 18th Feb 2006 7:20am
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Post 167 / 644

Recently I noticed in the "RF Pimp My Map" thread IAC's Desk had gone over RED limits.. and he said keyframing the brushes will not count towards the face/vertex limit.

Basically this gives us the ability to build more rooms.

Faces: 0/10500
Face Vertices: 0/50400
Vertices: 0/13650

Above is a list of the Face,Vertices Limits, The best way to describe a Face is that its a surface in the map and each point is a Vertice hence higher the number of faces and vertices = more detailed and larger map with enough room to build anything and everything you want.
   Modified Feb 18th, 08:47am by Ninja~
Lace    Posted 18th Feb 2006 7:37am
Post 574 / 1216
You can go way past RED's limits

A common mistake people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools.    
Molodiets   Posted 18th Feb 2006 8:50am
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Post 963 / 2687

The more you go over RED's limits, the more likely you are to spoil your map because RED could sytematically crash calculating it. The first solution is portals.

You can also turn some brushes to details or (which is the same thing)keyframe them as long as there is no air brush among them (empty spaces must be carved inside solide btushes)
spoilsport    Modified Feb 18th, 09:03am by Molodiets
Ninja~   Posted 18th Feb 2006 8:51am
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Post 168 / 644

Quoting Lace
You can go way past RED's limits

Thats at least twice the size of the limits!!

Was that using IAC's keyframing method?
   
Lace    Posted 18th Feb 2006 9:08am
Post 575 / 1216
Since that map was made more than a year ago, I am not sure it can be called IAC's method. It is a map I made to see how far I could push RED without it crashing out on me. It has 574 brushes, all air brushes are carved out except the main airbrush, and I used keyframing to prevent RED from crashing. The RFL is about 13 mb, and the vpp around 50 mb due to the use of high resolution textures.
A common mistake people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools.    Modified Feb 18th, 09:08am by Lace
Ninja~   Posted 18th Feb 2006 9:21am
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Post 169 / 644

Its much the same as ICA's Method except his map included more solids, I have made maps with over 1000 brushes but always stayed below the limits, reason being is that i never knew keyframing brushes had such amazing effects.

Come to think of it.. you could keyframe all solid brushes in 1 group for easier results..

Quoting Lace
The RFL is about 13 mb, and the vpp around 50 mb due to the use of high resolution textures.


Custom textures?
   
Lace    Posted 18th Feb 2006 9:33am
Post 576 / 1216
All the textures are taken from Painkiller, and I think the smallest is 512x512. The soundfile is 15 mb, so the map is quite big all together. A few screenshots:


A common mistake people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools.    



Ninja~   Posted 18th Feb 2006 9:45am
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Post 170 / 644

The only down side is people with older graphics cards like myself will be disadvantaged from the low framerate due to large ammounts of faces.. If portaled like Molodiets was saying previously in the thread that would surely prevent that problem but your map only has 1 portal which i doubt is enough.
   
Hapa Hanu   Posted 18th Feb 2006 10:00am
Mac Maniac
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Post 145 / 1544

How does a portal improve framerate?

I have also noticed that when looking thru two portals that solid objects become invisible - is there a way around this hangup?
I have suffered in real life for the past couple years, now its your turn!    
mad_ferrit   Posted 18th Feb 2006 11:46am
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Post 1248 / 1510

Quoting Lace
You can go way past RED's limits


One word.... LAAAAAAAAAAAAAAAAAAAAAG!
MY RF MAPS    
LordSeafood   Posted 18th Feb 2006 11:49am
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Post 907 / 1792

From what i know a portal helps out with fps as it tells the PC not to render the whole level at once, only the part you are in restricted by the portal itself ... once you get near/go through the portal it will render the area you are approaching/have just walked into.

Thus taking some of the level rendering off your system resources allowing it to concentrate on the area you are in resulting in a higher FPS
P.S. Still Alive.    
Ninja~   Posted 18th Feb 2006 11:57am
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Post 171 / 644

Quoting Lace


Why is your box red color when it has 0 holes?

Quoting LordSeafood
a portal helps out with fps as it tells the PC not to render the whole level at once, only the part you are in restricted by the portal itself ... once you get near/go through the portal it will render the area you are approaching/have just walked into.

Thus taking some of the level rendering off your system resources allowing it to concentrate on the area you are in resulting in a higher FPS


Thats spot on, couldn't have been explained better.. thing to remember is the number of portals is not special, but the placement is what matters..
   
goober   Posted 18th Feb 2006 12:09pm
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Post 2273 / 265

Quoting Ninja~
Why is your box red color when it has 0 holes?


Because he went over RED Limits.
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

[Faction Files]  
 
NoClanFrank    Posted 18th Feb 2006 12:34pm
Post 2289 / 5840
Quoting mad_ferrit
Quoting Lace
You can go way past RED's limits


One word.... LAAAAAAAAAAAAAAAAAAAAAG!

Yeah, and that is what you get in IAC new desk map. Not only that but because of all the custom textures, it takes us about 16 seconds to join the server or even when the server switches to that map.
We will have to see if it gets any better once the file size and the texture quality is reduced.
>Click Here< If You Don't Have a Social Life :/    
Lace    Posted 18th Feb 2006 1:09pm
Post 577 / 1216
As said over here, the box turns red when you go past the limits. One of the screenshots were taken just after I fired the nuke, and I had no lag at all. My average fps in the map is around 60, maxing out at around 90. I don't think you can say that is a very bad framerate?
RED isn't specially happy about huge outdoors maps, and I didn't notice any difference in the fps at all before and after I added the portal.
A common mistake people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools.    
Ninja~   Posted 18th Feb 2006 1:15pm
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Post 172 / 644

Your map hasnt got lighting or clutter yet though which also adds to the lag factor, not to mention other player models on the screen.. As it is i would be quite happy with 20 frames per second.. I dont even get that on ctf-triumph which is under RED limits, you must have a decent graphics card.. thats what i guess.
   
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