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Link Master   Posted 22nd Feb 2006 5:53am
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Post 5 / 71

I'm workin on a new map right now, and I've run into a bit of a weird problem. Whenever I calcualte the lightmaps now all the floors turn purple as if a purple light were hitting them, and the top of your weapons also ack as if a purple light is hitting them when playing in the map.

Whenevr I remove a certain number of lights the problem goes away, but is always there otherwise. I have a total of... holy crap, 193 lights.

Well, anyway, does anyone have any idea of why this many lights is causing a purple light effect on all my floors, and anyway to solve this problem without removing any lights? (Man that's a lot of any's...)
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sobe    Posted 22nd Feb 2006 6:02am
Post 1336 / 3194
Dunno the exact issue with this, but I had to lower the number of lights in my RFU4 map, AmericanIdol. Otherwise I would get that same affect on the stage.
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Lace    Posted 22nd Feb 2006 6:27am
Post 581 / 1216
The general limit for lights:

"Lights on a face = 63"

"Lights in a level = 1000"
A common mistake people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools.    Modified Feb 22nd, 06:29am by Lace
NoClanFrank    Posted 22nd Feb 2006 6:32am
Post 2326 / 5840
Quoting Lace
"Lights on a face = 63"

It's not 64 or is that when they start to turn purple.
Also why purple, did the creators of RED watch the movie "Purple Rain" on too many times.
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Lace    Posted 22nd Feb 2006 6:35am
Post 582 / 1216
Quoting NoClanFrank
It's not 64 or is that when they start to turn purple.

With 64, the faces MIGHT become purple, or more like pink. I think they watched "Pretty in pink"
You can try to move the lights a bit around, and see if that helps.
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loser   Posted 22nd Feb 2006 8:32am
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Post 25 / 39

Sometimes, portals can solve this problem.
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goober   Posted 22nd Feb 2006 10:28am
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Post 2319 / 265

ummmm, splitting that brush (face) should work
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Beatonator    Posted 22nd Feb 2006 12:55pm
Post 1262 / 3716
I have found that the face turns Pink after just 20 Lights are hitting it. The way to help is split up the floor with portals, such as if there is a long corrdior put a Portal in.
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Link Master   Posted 22nd Feb 2006 5:55pm
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Post 6 / 71

I don't beleive I even have 10 lights hitting most surfaces. The most lights I have hitting a surface (which should be the only with more than 10) is the very bottom one of the main room, which has 14 lights hitting it. (30 lights if the ones in the 8 rooms beside it are going throguh, but they shouldn't be.)

I can take out all the lights from one side of the map and everything returns to normal, but otherwise the entire map is purple. I'll see if the lights in the 8 rooms beside the main room is hitting it, If they are I'll try to reduce them in size, though it won't look as good. If they aren't, then I'll try making everything a portal and see if it helps. If not, then I guess I'm doomed to just have worse lighting.

I just don't really want to change the lighting becuase what I have right now is pretty much perfect. >_<

Thanks for the help though guys.


Also, I started on this map 2 days ago and all that's left to do after fixing this light problem is to add the cutscene cameras and weapons (no music this time), and it'll be ready for release. Of course I'll still have to chalk up a ReadMe and take 4 screens of the finished product before submitting as well.
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Beatonator    Posted 22nd Feb 2006 7:04pm
Post 1263 / 3716
Trust me, Portals are the best move, Face portals will help where you cant make air portals.

Believe it or not, I find that RED treats 1 consecutive surface as 1, so in most cases the floor can be comprised of many faces, however it will still bug out after 20 lights... thats only in my expierence though
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RF Grim Reaper   Posted 22nd Feb 2006 8:39pm
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Post 417 / 902

Yes, I had this same problem with Red Death back-in-the-day. The entire floor would turn pink except for areas split off with a portal. The floor was made from many consecutive brushes but still it all went pink.

(you may already have done this)
Try viewing your map in the left view so you can see the whole floor and then select all of your lights press ctrl+p then check the 'always show range' box, then press ok. That should make it easier to check how many lights are affecting the floor. Any yellow circle that touches the floor is affecting it.
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Lace    Posted 22nd Feb 2006 8:56pm
Post 583 / 1216
This map had 999 lights in it, no portals and no pink faces.

A common mistake people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools.    Modified Feb 22nd, 09:01pm by Lace
Link Master   Posted 22nd Feb 2006 10:27pm
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Post 7 / 71

Not all of those brushes are hitting the floor most likely.

Anyway, I think I have it. All the connecting floors serving as one floor is exactly the problem. The way I was doing things before was having the actual sections where the acid goes as a seperate, portaled air brush, because in those rooms I also have solid brushes to serve as walkways. For some reason I can't put solid brushes in a portaled room becuase they don't show up.

However, if I had the entire room portaled and not seperate air brushes for that, then it would indeed section off the floor eliminating this purple light problem. But then that creates the problem of not being able to use solid brushes... at least normally using them that is.

I just discovered that if you make the solid brushes a detail, then it will show up in a portaled room, so that's what I'm gonna do now. Hopefully it won't make the map seem any different than if they were normal non-detail solid brushes...

Anyway, thanks for all the help guys, it's very appreciated! =D
*returns to RED and remakes the map from scratch*


Edit: Crap, detail doesn't allow bullet holes and stuff. Now what? >_<!!

Does anyone know how to get a solid brush to appear in a portalled room? I hope there's a way...
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 Modified Feb 22nd, 10:33pm by Link Master
DVL_IAC   Posted 22nd Feb 2006 10:52pm
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Post 693 / 1417

when you portaled your room did u just right click on ur room brush and check off "is portal" ? If yes then thats not what your supposed to do when portaling a room. your supposed to make a solid face brush big enough to cut through the room then you right click on that and choose "is portal".

EX

If you map looked something like this, this is where you would portal.
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redfac18   Posted 23rd Feb 2006 1:35am
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Post 122 / 300

Those square corners being like 4x8x8 rooms and the long narrow ones being corridors right? If so then you can see how he cut the corridors in half to make Red Faction render less by not having to render more than what is between the current portals you are in the game.
My Red Faction addiction || My website    Modified Feb 23rd, 02:11am by Forum Moderator
NoClanFrank    Posted 23rd Feb 2006 2:12am
Post 2330 / 5840
Quoting Link Master
(no music this time)

This caught my eye. OK you are saying you don't want music in the level. Fine don't add music but what you can do is add an ambient sound and add a bogus .wav file name on it. This way if later you decided that you want music on your own level but already submitted, you can still add it.
Just name the file something that you can remember and maybe add the information in the read me file.
Basically it will give a player who knows how to work the .vpp builder and option to add music to "your" level.
Basically it's like when somebody submits a map and I play the map but I find that I don't like the music. I change it.

Just a suggestion.
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