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Enforce   Posted 14th Sep 2007 4:21pm
L4Y Member
Post 128 / 312

Is there a trick to make the Textures to stay fullbright on a mover brush without
having to disable the lightmaps?

The door mover will show fullbright in the editor, but when I play the
game the door texture is dark.
Red limits breached?, Yep, (20,000 fces and its still going !)    
goober   Posted 14th Sep 2007 6:23pm
L4Y Member
Post 5691 / 265

did you check the "FullBright" box in the texture properties?
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NoClanFrank    Posted 14th Sep 2007 8:03pm
Post 3990 / 5840
*Off Topic*
Enforce are u ever going to change your forum signature?
*On Topic*
What Goober said.
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jan_the_mean   Posted 14th Sep 2007 8:42pm
L4Y Member
Post 87 / 153

ya, set the texture properties on "full bright" and
make sure there is no way to geomod something within your map!

Whenever something is geomoded, the full-bright-texture is going to be darkened.
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Enforce   Posted 15th Sep 2007 1:09am
L4Y Member
Post 129 / 312

It is not a geomod issue: '(whole map turns all spotty and dark.') I'm not having that issue..... I did not forget to check the Fullbrighting flag for that is already checked....

It is just one brush that is refusing to fullbright when I calculate the lightmaps
pack and run the map. It is a KEYFRAME mover brush causing the problem.
IT IS A sliding DOOR. It works fine in the editor. The Fullbright flag works

But in playing the game, the door texture shows up all dark and not fullbright.

All Lightmaps have already been calculated

Now there is a way to stop the door turning dark, this but not a good option and that is to skip rendering of all lightmaps altogether and just render the textures and put up with a level that's far too bright because of the textures having no lightmaps rendered on them
and that will make my map look pretty yuck with no lighting in it.

The other option is to make a copy of the texture and edit and boost up the brightness
and color, but that might not work well either if opacity is being used by the engine with movers then it will just appear dark..

I just want to know if anyone else here has run into this fullbright ing problem
with keyframe brushes and found a way to get it to work.

Here' the map in question... Screenshot from the editor:

[img=http://img405.imageshack.us/img405/8499/red1hd3.th.jpg]

The blue door only shows fullbright in the editor.

This is the puzzle room. On the floor are 15 tiles.
You have to find the correct sequences of tiles
to walk on for each door before they can
be opened to get further into the map.
There are 3 doors.

Swinging Hatchets room:
[img=http://img237.imageshack.us/img237/2033/red2fc4.th.jpg]

Again there is a couple of Pendulum issue with Red.
This editor has more twists and turns than the
big dipper rollercoaster...

Does anyone know how to solve them?

1. The hatchets are all swinging back and forth yes, but the Swing has a hitch in it.... It will swing smoothly one way, but then has this ugly jerk (hitch) when it swings back the other way. It is not swinging smooth on one side.

The other issue, Red swings the movers from the middle of the brush instead of swinging
it at the top end of the brush where it needs to be swaying it.

I Don't know how to fix this issue either.
Red limits breached?, Yep, (20,000 fces and its still going !)    Modified Sep 15th, 01:54am by Enforce
Assman15    Posted 15th Sep 2007 1:47am
Post 624 / 2085
Very interesting problem, I've never seen this before. Try duplicating the problem in another map file, it may just be a one-time bug in RED.
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goober   Posted 15th Sep 2007 2:12am
L4Y Member
Post 5692 / 265

I can suggest trying my transparent mover trick; may work for this aswell..
As for your second program, in a rotating keyframe; the keyframe itself acts as the piviot point.
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Enforce   Posted 15th Sep 2007 7:55am
L4Y Member
Post 130 / 312

UPDATE: Guys, I have solved the lighting problem with movers.
Apparently placing a couple of white lights set to a higher intensity
than 1 near the mover did the trick, when lightmaps were
calculate, the fullbright showed up on the mover and in the
game.

I tried the transparent mover trick, didn't work.
Red limits breached?, Yep, (20,000 fces and its still going !)    Modified Sep 16th, 06:49am by Enforce



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