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RED-FROG   Posted 28th Jan 2008 5:42pm
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Post 2515 / 5258



Sure, the shape of the geomod brush (yes I used brush, not mesh) in RF may be taken from a mesh. But the data of it has been converted to bsp data. And the output of this substacting bsp builder brush is not a mesh, it will be a fused part of the original bsp, only realtime rebuilt. (imagine you could see the builder brush in RF, you would see it appear when you geomod.)
You cannot create substractive meshes, meshes need empty room to be seen, they do not create the room, and they also doesn't interact with bsp.

"Proof me wrong" (well the above can't be proven wrong, but I want to see if RF really always uses a mesh and converts it into bsp to make the holes, I have never seen such a mesh yet, though) by finding the "geomod mesh". (it would be awesome if there was something like that because you'd be able to create new shapes of geomod holes just by replacing it! )

Probably if we had a deeper look into RFs system we could simly make the geomod work additive and not substractive. The summon normal facing would have to be mirrored and well, the type of it.. but if it was that easy I wonder why Volition never made it going happen. (in a completely new game which bases on this technique for example)
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    Modified Jan 28th, 06:04pm by RED-FROG
Lace    Posted 28th Jan 2008 5:47pm
Post 887 / 1216
How Red Faction's Geomods Work
A common mistake people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools.    
goober   Posted 28th Jan 2008 6:28pm
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Post 6588 / 265

RED-FROG, I do not know about replacing the geomod meshes (I think they are hardcoded into the game) or how useful it would be (if at all) but I do know that TrotSkie was able to limit all geomods to one specific mesh and not a random one each time someone geos. It acually created really cool, smooth, useful tunnels, as opposed to RFs default GeoMod which randomizes meshes (between 5 different ones if I recall correctly) to make a very un-even tunnel.

Oh, and when RF renders a map, it renders it as one huge mesh, not single brushes as in RED.
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

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TrotSkie   Posted 28th Jan 2008 9:12pm
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Post 89 / 130

For some reason they made geomod be carved out bruses (like carve in RED). I'm not entirely sure why they did this because it creates far more polygons than there otherwise would be & it causes more errors.
   
Assman15    Posted 28th Jan 2008 9:43pm
Post 1052 / 2085
Even if the meshes were hard coded, would it not be possible to simply add a mesh of the same name to a VPP and overwrite it? It seems to consistently work with other files, but the problem would be finding the name of the mesh (assuming it's not directly generated from the code).
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Mostertman    Posted 28th Jan 2008 10:17pm
Post 2309 / 2820
Quoting goober
I think they are hardcoded into the game


You seem to think that with alot of things you can't explain
Thus far Trotskie seems to have found some interesting things that weren't thought of being possible before, because they were thought to be hardcoded.
   



goober   Posted 28th Jan 2008 10:27pm
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Post 6589 / 265

I'm aware of this - I've seen alot of it in action. When I say hardcoded, I do not mean hardcoded in the "L4Y Historical" sense... I mean, as assman said... Generated by the game itself.

I'm not sure that the meshes are "hardcoded" again, that just seems to make sense to me, hence the "I think"
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

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KILLER    Posted 28th Jan 2008 10:30pm
Post 678 / 1723
A mesh in the shape of a star would be cool and different
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Morgoth   Posted 29th Jan 2008 2:10am
L4Y Member
Post 171 / 393

Quoting Lace

How Red Faction's Geomods Work

Thanks for the link, you can be sure that I will send a email to the guy that wrote GeoMod, homage to John Slagel


Morgoth
Red Faction - Xmod Home Page Mod DB Thanks to visit    
goober   Posted 29th Jan 2008 3:23pm
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Post 6592 / 265

Reverse Geomod... well...

I recieved the following message from TrotSkie last night:
TrotSkie: Come join my server.

So I did, and well...


You shoot the floor and a solid piece of geometry appears. I'm pretty sure this can be classified as "Reverse Geomod"

TrotSkie told me he'll be looking into that area some more to see what can come out of it.


He was also editing geomod properties on the fly... changing geo regions to non-geo regions, changing geo regions to ice and non geo regions to normal, changing non geo regions to "Geo-Add" regions and geo regions to ice... Pretty much everything you can imagine. Pretty interesting stuff indeed
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

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 Modified Jan 29th, 03:24pm by goober
RED-FROG   Posted 29th Jan 2008 3:53pm
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Post 2517 / 5258

just don't call it reverse geomod, lol
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    
Mostertman    Posted 29th Jan 2008 4:37pm
Post 2313 / 2820
maybe you should call Geo-adding
   
Ghostkid   Posted 29th Jan 2008 5:10pm
Invisible Kid
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Post 1511 / 2212

Or Oeg-Dom
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Beatonator    Posted 29th Jan 2008 6:38pm
Post 2276 / 3716
Why not just call it Rock Generator or Lump Generator... LOL! Catchy name!
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goober   Posted 29th Jan 2008 6:44pm
L4Y Member
Post 6594 / 265

Quoting Mostertman
maybe you should call Geo-adding

nick came up with the name last night soon as he saw it. It's called "Geoadd"
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

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