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Beatonator    Posted 29th Jan 2008 7:11pm
Post 2277 / 3716
I just re-visted a Map I havent worke don in years and when I rebuild the map after adding the last quarter in it just closes. doesnt even crash.

I know the build stats are pretty harsh though...

with 3/4 of the level done (its 4 Towers)

Quoting Build Stats

Adding brush: 515/515
Cleaning final geometry...
Building rooms...
Fixing up texture uvs for ps2...
Had to add 0 faces to fix ps2 tiling.
Fixing any t-joints...
Fixed 453 t-joints.
Checking for holes...
Found 0 holes
Brushes: 515
Portals: 0
Rooms: 41
Faces: 6390/10500
Face Vertices: 29632/50400
Vertices: 8454/13650
Rays recast: 7/15861

Timings:

Booleans: 4.974 s
Removing Bogus Solids: 0.542 s
Room creation: 1.245 s
Other: 2.054 s
Total time: 8.815 s



Theres a damn load of T-joints but I couldnt get rid of them without dropping quality.
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Molodiets   Posted 29th Jan 2008 7:14pm
L4Y Member
Post 1783 / 2687

Yes. It happened to all of us. Your map is too complexe to be calculated by RED.

simplify
Portalize
make brushes detail or movers
reduce resolution
spoilsport    
RED-FROG   Posted 29th Jan 2008 7:23pm
L4Y Resident
Post 2518 / 5258

Damn, I think the map isn't going to be playable with all those t-joints. We don't want it, it has too many t-joints.

Look what it does after you removed one or two towers.
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    Modified Jan 29th, 07:24pm by RED-FROG
Beatonator    Posted 29th Jan 2008 7:26pm
Post 2278 / 3716
Well its mainly the door frames/window frames and the Trimming that bumps up the values. I just found a slightly newer version that I had sent to Lotsa-Pot.

He chopped the whole level in half via a giant portal.

After re-doing this and changing the doors and window frames to Detail I have cut aproximatly 200+ T-Joints and the map builds with the fourth tower in place.

Is the limit for Detail brushes 100? I remember there being a Detail/Glass limit.
Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
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goober   Posted 29th Jan 2008 7:27pm
L4Y Member
Post 6595 / 265

Quoting molodiets
Yes. It happened to all of us. Your map is too complexe to be calculated by RED.

No, it just needs portals.

Assuming your PC can handle it. My PC has had no problem rendering properly portaled maps with over 12000 faces.

Try switching RED into "Render Nothing (except brushes)" mode and then building. If that works without any crashing, you need to portal. If it still crashes, either your PC really needs an upgrade or theres someone wrong with the map.


Did you try resaving it as a different file? Exporting everything as a group and loading them all into a blank level?
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Beatonator    Posted 29th Jan 2008 7:32pm
Post 2279 / 3716
Quoting goober
Did you try resaving it as a different file? Exporting everything as a group and loading them all into a blank level?



Tried that yeah. It is the portal thing I believe. Im reasonably adept at fiddling these things out but I remember back when I was working on this map it had me stumped.

I mean I managed to get Duloc working with over 1100+ brushes.
Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
>Link< (or head over to RFrun.net's comment section!)  
 
RED-FROG   Posted 29th Jan 2008 8:34pm
L4Y Resident
Post 2519 / 5258

1100 box brushes is not the same as 1100 cylinder brushes.
1100 floating box brushes is not the same as 1100 overlapping/grounded box brushes.

There are a lot of different factors, not just the number of brushes. (most likely it is the complexity of triangulation in RED which you cannot see)
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    



goober   Posted 29th Jan 2008 9:07pm
L4Y Member
Post 6596 / 265

That's the thing, the game renders all polygons as tris. So if you make a quad or other polygon in RED or max, it'll be converted to tris for the game to render.

As Frog said, brush count doesn't matter at all. You can have 1100 brushes with 1 face per brush or 1 brush with 1100 faces, no difference
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

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Beatonator    Posted 29th Jan 2008 9:39pm
Post 2281 / 3716
I understand the whole Polys rendering etc... Duloc had some pretty complicated brushes. the whole of the External houses ended up having to be fused. There are alot of brushes and at least half of them are complicated shapes.

anyway. I have the 4th tower in, I just need to finish off the middle if RF will let me. This map gave me a huge buzz when I came back from a Mapping Hiatus and it also kinda made me lose interest after the trouble began. hopefully if i can finish this it will give me the push to finish off my other maps.
Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
>Link< (or head over to RFrun.net's comment section!)  
 
Mostertman    Posted 29th Jan 2008 10:38pm
Post 2315 / 2820
Not sure if this works but you could try, and it kinda depends on how important GEO is in your level, but you could try and move the towers the lowest amount you can above the ground, kinda like floating towers, but you can hardle see them floating, this reduces the amount of T-joints sometimes, but disables the use of Geo-modding.

Just give it a try and tell me what happens, I could be wrong on this one.
   
goober   Posted 29th Jan 2008 10:44pm
L4Y Member
Post 6597 / 265

Oh, and I would advise against having a detailed building which can be geo-ed to the ground... That would crash alot of PCs
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

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