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KILLER    Posted 26th Dec 2006 6:14pm
Post 38 / 1723
I gotta make a jump pad go higher in my level, how do I do that? I make the green box higher that has the red ladder in it, but I still don't know. Also, my lighting...I had a tube light working great, but I wanted to change it to omnidirectional and now it won't light, I tried using W, shift W,L, Shift L and I've remade the light many times, any suggests?
Also, one more thing, how do I get signs on a wall as well as make my own textures?

KILLER

P.S. Sorry about the tard questions, I just started getting into mapping and I'm enjoying the hell out of it, I just wanna learn more!
P.L.U.R.Peace-Love-Unity-Respect    
crazyjack1994   Posted 26th Dec 2006 11:17pm
L4Y Member
Post 36 / 483

ok on jump pad have u got a push region if so press cntrl + p and at the bottom ther are boxes select the jump pad and the mass indepentandt and then put the to a strenth level that you need then try your level to see if it work's
   
goober   Posted 27th Dec 2006 1:27am
L4Y Member
Post 4347 / 265

No, grounded will make them not work. Jump pad and Mass Independant must be checked. Making the "green box" higher will only allow you to be pushed by the push region when your in that region. Your making the region bigger, not the strength.

Change your light to Omni and it has to be next to a wall to work. Change the range on it, and intensity. Just play with the values and see what works for you.

Signs on a wall? As decals? As brushes? Well brushes are easy, just ust a solid brush on a wall. For a decal, go to object mode and place a "Decal" Object. In its properties, press "Browse" to browse for a texture to use. (The default decal is a smily face ) Youll also have to fool with the values on the decal object. Remember to have the white side of the decals bounding box into the wall, or else the decal wont work. You can see the decals in RED by going View->Render Everything, or just play it in game.

Making your own textures can be tricky. Youll need a drawing/paint program (MS Paint will work, if you can find a tga converter) I recommend getting the GIMP if your looking for a free image maker. Photoshop and Paint Shop Pro are much better, but have $500+ costs. With quality, always comes price. Red Faction must use TARGA image files (.tga). If your not familiar with this format, thats fine. It is usually only used in the developer world. It is not your typical windows image format. When you get your .tga image file, you must tell RED to read it as a texture. Do this by placing it in your "...\RedFaction\user_maps\textures" folder, the "..." being your path. You will then be able to use it as a texture inside of RED. (If you had RED open while doing this, close it. Open it again and your texture will be useable. RED automatically puts all custom textures under the "Custom" category in texture mode, as well as including them in your (.vpp) Level Packfiles.

Warning: If your custom texture requires transparency (you can see through parts of it), you must save it as a 32-bit TARGA file. Not the standard 24-bit. (The extra 8-bits for alpha channeling) In some versions of common paint programs (Photoshop, Paint Shop Pro, ect...) you will need not only to use a 32-bit image format, but use ALPHA channels as well. I will not discuss this here however, as it is a lengthly discussion.

Warning: RED can only use (bug-free, at least) TARGA image files in the following demensions: 32, 64, 128, 256, 512, 1024 or any combinations of those. These values are in Pixels. If you need Pixels explained in depth, just ask me.

Warning: If using your custom texture as a decal, beware that you must include a 1-pixel+ border around your image in order for RED to use it correctly. If this must be explained, ask me.


I hope I've helped. Best of luck in all your endevours.
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

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 Modified Dec 27th, 01:27am by goober
KILLER    Posted 27th Dec 2006 4:43am
Post 39 / 1723
Ok, first of all, thanks everyone for your help and input. Now...This is what I have in my Push Region Properties box :

the script name
the shape - Oriented Bounding Box
Sphere Size - 10.00
Box size - width:2.50 Height:2.50 Depth:2.50
Strength - 100.00
Push region flags *Mass Independent* and *Jump Pad* checked
Intensity - Is constant everywhere
Turbulence - 0

Any suggests? Thanks again for everyone's help and thanks for wishing me luck, think I'll ever get as good as the mappers on L4Y? Haha, prolly not, but worth a try!

KILLER

EDIT : I tried many combinations of "Grounded", "Mass Independent" and they all did the same thing, same ''bounce'' height...
P.L.U.R.Peace-Love-Unity-Respect    Modified Dec 27th, 04:50am by KILLER
goober   Posted 27th Dec 2006 12:33pm
L4Y Member
Post 4350 / 265

Ok, go to top view, select the push region. Press Ctrl+G to grid align it, then make sure its perfectaly aligned, and straight with the ground. This is sometimes nessecary.
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

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KILLER    Posted 28th Dec 2006 5:58pm
Post 41 / 1723
I'll try that and let y'all know...THANK YOU!

KILLER

EDIT 1 : IT WORKED! THANK YOU THANK YOU THANK YOU!!!



EDIT 2 : Ok, one more question (for now ) If I wanted to make a walk-through wall how would I go about doing that? I know in the RED HELP they say I can make "invisible walls" but I'm not sure if that's it...
P.L.U.R.Peace-Love-Unity-Respect    Modified Dec 29th, 08:33am by KILLER
goober   Posted 6th Jan 2007 3:26pm
L4Y Member
Post 4398 / 265

If its a wall on an air brush, go to Texture mode and select the face. Go to its properties of the face (Ctrl+P) and check the "Show Sky" Box. You will now be able to see and walk through that face. If you want to be able to walk through a whole brush, make the brush(s) a mover. Select its gold keyframe and go to its properties (Ctrl+P) and check the "No Player Collide" box. You do not have to do anything else in the mover settings. It will not move anywhere, just allow you to walk through it.
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

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