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Red Faction : [RED] Editing : Lighting Issue |
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Enforce |
Posted 5th Jun 2008 10:39am |
L4Y Member Post 187 / 312
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I am currently making a level and need the light in the game to gradually fade to black. (so i don't see the bottom of the room...... There is also a mover cylinder in the room. I had set the brightness intensity to -1. the fade to black lighting effect works fine in the editor and I cannot see the bottom, but when I got to test the actual level in the game the lighting hasn't worked and the floor can be seen, fullbright has not been selected.
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Red limits breached?, Yep, (20,000 fces and its still going !) |
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Assman15  |
Posted 5th Jun 2008 6:14pm |  |
Post 1382 / 2085
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I think you guys totally missed the problem. RED and RF render lighting slightly differently, RED always appears darker than will show in-game. I don't think RF supports completely dark lighting.
One thing your could try is to make the light a black color rather than giving it a negative intensity. |
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Enforce |
Posted 16th Jun 2008 7:22pm |
L4Y Member Post 188 / 312
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Black shadowed lighting works in RED editor but not in RF. I cannot get black shadow lighting effects. What will work (to a degree) is changing the fog color to black or close to it, but this darkens the whole entire map. Putting in a portal with ambinent lighting dosen't do it either.
But If I put in a mover to cover the floor, then all I will see is a black square where the floor is
and the thing with Red Faction, is for distance, you can get get FOV skybox clipping issues with using large brush movers. |
Red limits breached?, Yep, (20,000 fces and its still going !) |
Modified Jun 16th, 07:27pm by Enforce |
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vibes |
Posted 16th Jun 2008 7:52pm |
L4Y Member Post 356 / 552
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Have you tried just setting your overall light properties to black? I dunno candle in wind etc |
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goober |
Posted 16th Jun 2008 8:29pm |  |
L4Y Member Post 7067 / 265
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What vibes suggested will work for what most people would need. However, it seems as though RF is not capable of rendering 100% black light, whereas RED is. |
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KILLER  |
Posted 16th Jun 2008 8:32pm |
Post 952 / 1723
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I'm not sure if I understand what the problem is, but I shall try.
Maybe you can make your whole level/brushes/whatever a mover then put your lights in, calculate them, and the mover can move back and forth across the light, making it light and dark. Not sure if it would work though. |
P.L.U.R.Peace-Love-Unity-Respect |
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Enforce |
Posted 16th Jun 2008 9:08pm |
L4Y Member Post 189 / 312
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Killer, The very basic way to turn brushes into a moving group is to select them all and just turn them into a group. But this way is dodgy because it seems to work with a limited amount of brushes as it can miss out on out some of the brushes when turning them into a mover and only change some of of the brushes instead of all of them.
But Once you turn a group of brushes into a mover and if Red didn't catch all the brushes then you have to re-dissolve the group and start all over again.
But for a lot of brushes or for a whole entire map to turn it into a mover, the other way is to select a few brushes and then turn it into a group, and then select all the remaining brushes and just add them all into the group... But I don't want to change my whole map into a mover as with very large movers, Red can behave unpredictable. If you do that you would have to put in invisible texture brushes throughout the whole map to try to stop the player falling through the floor.
In another mapI made a swinging pipe. But even when I added in the invisible texture inside the pipe, as the pipe swung back and forth with the player inside, as I moved the player through the pipe, the player stil gradually sunk through the pipe.
How can this be prevented, or is this a problem that affects cylinder brushes ? |
Red limits breached?, Yep, (20,000 fces and its still going !) |
Modified Jun 16th, 09:17pm by Enforce |
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jan_the_mean |
Posted 17th Jun 2008 1:59am |
L4Y Member Post 114 / 153
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Erm, why don't you just use a black texture for the floor and some custom textures, that fade from a color to black within itself?
Black will always appear black - even in the game.
Another way would be to make the room deep/high enough and than set the fog properties in way that you can not see the floor anymore... |
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