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  Red Faction : [RED] Editing : ... Purple floors? [Forum Rules]  


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Chaosrain112   Posted 31st May 2007 1:32am
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Post 21 / 22

I decided to put DM- Debris on hold, and started on DM- Dropout yesterday. I'm pretty far into it, and now I'm working on lighting for lift shafts.

And something goes wrong when I think I place too many lights; purple floors. Yeah, lame.

It's only the top floor of the map, the bottom texture(floor).

As you can see here, I have a well light "shaft" for a lift in my map.



And here, upon looking at the second floor... it's purple.



I really think it may have something to do with the amount of lights in a map(I have quite a few), or the spacing between lights.

Has anyone run into this problem before/know how to fix it? I don't want purple floors... It doesn't match the map.
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 Modified May 31st, 01:35am by Chaosrain112
Assaultman67    Posted 31st May 2007 1:40am
Post 2160 / 4376
the purple thing happens when there is too many lights on a surface ...

there isn't much you can do about it except work around it ...

you may have some lights that intersect, but don't affect a surface ... those still count however ...

If your light lumenscent circle is tangent or intersecting your face from an edge view of the face ... it counts ...
   
jan_the_mean   Posted 31st May 2007 1:45am
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Post 68 / 153

Yeah that's ashame: Whenever there are to many lights this thing happens.

Try to reduce the range of some lights in a way
that they do not touch your ground floor.
I am sure there are some lights (which you might use as ambient lights) that touch the groundfloor unnessaraly.
I had the problem as well - I started to delete and reduce the range light by light until it worked again.

Only lights that touched the bottom air brush seemed to be affected by this...
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crazyjack1994   Posted 31st May 2007 1:47am
L4Y Member
Post 80 / 483

Purple floor sounds wicked


but try and work around it for now until you have spare time to take lights away if possible

GL
   
RED-FROG   Posted 31st May 2007 1:49am
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Post 1567 / 5258

The other problem is, you aren't using RED optimized

Purple rain, purple rain..on the floor of my map..
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Ninja~   Posted 31st May 2007 2:05am
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Post 490 / 644

It all comes back to your brushwork is what lets this bug occur.. If your Split the brush which is purple.. So that instead of 1 big face.. Having 6 faces.. Then It should fix the problem..

Portals can also help fix them.. or less lights..
   Modified May 31st, 02:36am by Ninja~
Assman15    Posted 31st May 2007 2:44am
Post 377 / 2085
Split your floor into more faces and add more portals, this should (doesn't always work) fix your problem. RED-FROG's plug is something you should consider too, use his version of RED, it's superior to the default program.
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Hapa Hanu   Posted 31st May 2007 3:47am
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Post 598 / 1544

This guy loves purple tho - don't take it away from him!



Reducing the range of your lights away from the purple floor is a good thing. Splitting faces and portals would also help.
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Chaosrain112   Posted 31st May 2007 1:50pm
L4Y Member
Post 22 / 22

Sounds like I've got some work to do, thanks guys.

... And it looked so good as it was...

Oh, if I were to download RF's version of RED and load up my map, would this error still occur?
Previously joined as TRiGGeR HApPy, in 2004. I'm back!!!
My previous mapping work: Chaos Mapping Inc.
NEW MAPS! Project-©haos Mapping™  
 
vibes   Posted 31st May 2007 7:11pm
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Post 204 / 552

Glad to see your shaft with the purple end is all better now
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Assman15    Posted 1st Jun 2007 3:33am
Post 386 / 2085
For long hallways and such you might want to use tube lights instead of omnidirectional lights. It's almost the same lighting but a single tube light covers a much larger area than omnidirectional lighting and allows you to achieve the same lighting with fewer light objects.
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