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Red Faction : [RED] Editing : Breaking RED Limits |
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Lace  |
Posted 18th Feb 2006 2:47pm |
Post 578 / 1216
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The map has the lighting it is supposed to have, and clutter is just an annoyance when you run around fragging. It has been tested on a dedicated server, and there were no problems with it. As I said, I made it to test how far RED can be pushed, and still have a playable map. |
A common mistake people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools. |
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goober |
Posted 18th Feb 2006 3:02pm |  |
L4Y Member Post 2274 / 265
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Where is it? I want to play it |
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Assaultman67  |
Posted 18th Feb 2006 7:47pm |  |
Post 723 / 4376
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RED can be pushed pretty far ... you just risk crashing the poor thing. I bet it takes like 15 minutes to build that .
But when i do my "networked" map ... im going to need it ... i really also need to get a better understanding of portals too .
so is red faction going to a new level of mapping that will be extremely detailed and large? ... ive noticed the levels that push red over its limits and have huge textures look awesome . |
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Lace  |
Posted 18th Feb 2006 8:31pm |
Post 579 / 1216
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Quoting Assaultman67 | I bet it takes like 15 minutes to build that .
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Total time: 3.696 seconds |
A common mistake people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools. |
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Assaultman67  |
Posted 18th Feb 2006 9:10pm |  |
Post 725 / 4376
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oh, you must have yours portaled ... takes about 15 sec for mine ... |
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loser |
Posted 18th Feb 2006 11:51pm |
L4Y Member Post 21 / 39
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By the sounds of things Lace is running some very new and very fast hardware. On a min spec computer I suspect the build time would take at least 15 secs.
A note on portals: they will render the 'room' or portal you are in and the two adjoining 'rooms'. Corridor type map making lends itself well to this system, however an open style map does not. The ability to make open style maps, with no lag, is one of REDs main limitations. If you want a smooth running map, stick with one that can be portalled (one that renders only three rooms at once) ... and if you are running the latest hardware, it would pay to test on, or at least consider what a minimum spec computer can handle.
This is what I have found from my own experiments in RED and from articles I have read by Black Seer and Trigger. |
"Sometimes you kick, sometimes you get kicked." - Hutchence |
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seb93 |
Posted 19th Feb 2006 1:53am |
L4Y Member Post 41 / 135
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HI , I believe that it is the good place for put my question!
I would like to know has for the map dust2 which I recreate on red if it is not likely to have lag, because considering there is no ceiling (it is large limps with one only light with the top) I cannot meter much of portal.
And considering I too the left-hand column in RED does not understand or there are the limits, I would ask you to say to me if that is well.
thx...
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KillaFreak-zd- |
Posted 19th Feb 2006 2:12am |
L4Y Member Post 78 / 95
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The posted limits are the ones that the creators of Red Faction say you should start to wind down, or be done by, or done the level altogether. Red starts to do some weird crazy CENSORED after you pass the limits... |
OPEN SOURCE = GOOD
http://distrowatch.com/ |
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goober |
Posted 19th Feb 2006 2:28am |  |
L4Y Member Post 2293 / 265
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Quoting seb93 | HI , I believe that it is the good place for put my question!
I would like to know has for the map dust2 which I recreate on red if it is not likely to have lag, because considering there is no ceiling (it is large limps with one only light with the top) I cannot meter much of portal.
And considering I too the left-hand column in RED does not understand or there are the limits, I would ask you to say to me if that is well.
thx...
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Thats hardly anything.. but you have WAYYYYYY too many Ps2s... |
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seb93 |
Posted 19th Feb 2006 2:33am |
L4Y Member Post 42 / 135
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but what Ps2s, and how arrenger problem? 
I am sorry but I am French just! |
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goober |
Posted 19th Feb 2006 2:41am |  |
L4Y Member Post 2294 / 265
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Traduction en anglais :
Ps2s are added when your textures strech too far over a single face. You should always have a split in the brush every say, 20 units. No face should be bigger. Ps2s add to lag majorly, and decrese framerate alot.
French Translation:
Ps2s sont ajoutés quand votre strech de textures trop loin au-dessus d'un visage simple. Vous devriez toujours avoir une fente dans la brosse chaque parole, 20 unités. Aucun visage ne devrait être plus grand. Ps2s s'ajoutent au retard majorly, et à l'alot decrese de framerate.
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mad_ferrit |
Posted 19th Feb 2006 2:51am |
L4Y Member Post 1249 / 1510
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Quoting Lace | 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. |
Might not lag when u run it on your own on your supercomputer, but good luck finding a server that will not experience lag with a few people on it. Just because it runs fine with one person doesn;t mean to say it's gonna run well with a few people on it. |
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DVL_IAC |
Posted 19th Feb 2006 2:51am |  |
L4Y Member Post 684 / 1417
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to decrease the ps2's on your map seb93, just scale up the texture on that giant face at the top of the map that you can see in the pic, so its not as tiled. |
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seb93 |
Posted 19th Feb 2006 2:52am |
L4Y Member Post 43 / 135
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thx Goober and DVL_IAC !!
its good, now i have "Had to add 5 faces to fix ps2 tiling" |
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Modified Feb 19th, 02:53am by seb93 |
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DVL_IAC |
Posted 19th Feb 2006 2:57am |  |
L4Y Member Post 685 / 1417
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Quoting goober | Ps2s are added when your textures strech too far over a single face. You should always have a split in the brush every say, 20 units. No face should be bigger. Ps2s add to lag majorly, and decrese framerate alot.
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It's not when they strech too much over a face its when they tile too much over a single face. thats why when you split you brush theres less ps2's because the textures not tiling as much over a single face. Same with when you scale up the texture or uv unwrap them you'll get less ps2's.. |
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