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wakey1512   Posted 6th Jan 2010 4:53pm
L4Y Member
Post 129 / 154

I currently have 62 lights in my level and if i add one more, all the faces on the floor of one particular room turn purple, even if the light is placed in another room

Any idea why? :S
   
RED-FROG   Posted 6th Jan 2010 5:11pm
L4Y Resident
Post 4911 / 5258

Too many lights with too big radii touching the same faces too often.

Reduce either light radii or amount of lights.
Try cutting more with Portals.
Avoid complex brushes lit by many lights.
Possibly try to fix ps2 faces.
Try to use detail brushes where possible.
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    
wakey1512   Posted 6th Jan 2010 6:44pm
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Post 130 / 154

well to give you an idea its a multi storey car park with a lot of spotlight style lights, but still only about 20 in each room

it will be difficult to portal but i will try

thank's
   
goober   Posted 6th Jan 2010 8:22pm
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Post 7762 / 265

A car park should be extremely easy to portal
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NoClanFrank    Posted 7th Jan 2010 4:33am
Post 5413 / 5840
wakey1512, just don't make it look like this map:



Link^
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Morgoth   Posted 7th Jan 2010 6:22pm
L4Y Member
Post 314 / 393

PS2 Faces

For huge wall with more titled texture on a single Face to enhance resolution, you will have to split Face or use other Brush to not make PS2 Faces. Use (S+Up or Down) to add or reduce tiling, unwrap to fine adjustment when needed. Just look in info box when working on texture, if PS2 increase it mean you exceed tiling on your current Face, avoid or at least reduce the count. To find PS2 Faces in more finished level, you can use (Pick Texture) & (Select Faces) option and reduce tiling temporary to see if that texture have some true the hole level. Don't forget to build level to see the result.


Morgoth
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KERPAL   Posted 9th Jan 2010 5:31pm
L4Y Member
Post 1291 / 1353

Quoting ice
what are ps2 faces? and how are they fixed?


For a more simplistic look at ps2 faces, open up RED and make a box 100x100x100, create brush, then build. If you check your log it should say something like "Had to add 90 faces to fix ps2 tiling." Now delete that brush and make a box 4x4x4, create brush, stretch it to the dimensions 100x100x100, then build. If you check your log now it should say added 0 faces.
Maps    



RED-FROG   Posted 9th Jan 2010 5:54pm
L4Y Resident
Post 4922 / 5258

Hm, no that doesn't happen

Opened RED..
typing in Height 100
typing Width 100
typing in Depth 100

pressing Create Brush
Quote

Adding brush: 1/1
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 0 t-joints.
Checking for holes...
Found 0 holes
Brushes: 1
Portals: 0
Rooms: 1
Faces: 6/10500
Face Vertices: 24/50400
Vertices: 8/13650
Rays recast: 0/0

Timings:

Booleans: 0.013 s
Removing Bogus Solids: 0.000 s
Room creation: 0.000 s
Other: 0.001 s
Total time: 0.014 s


Even when I stretch the 100 to 4 it doesn't create any ps2 faces. (and that means something...it means that it's far from doing it by 100
I can even give the textures another scale down, after the 2nd scale down you will get 18ps2 faces because the texture becomes to cramped

Are you using a custom Rck_Default.tga?
There is no way of getting insane 90 PS2 faces on a 100x100x100 box using simple texture and nothing else. Even by pressing apply map the texture scales nicely, so I'm really wondering what you were doing.


late edit.
Erm...KERPAL
I just noticed that when you go to "Tools" -> "Preferences" -> "Texture" there is a field titled with Pixels/Meter.
Do you have that set to 70 Pixels/Meter? THEN it does give you those 90PS2 faces, but the texture is CRAMPED lke CRAZY. I'm getting all dizzy when I zoom in, LOL.
Oh, btw default is 7.
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    Modified Jan 10th, 01:04pm by RED-FROG
goober   Posted 10th Jan 2010 4:21am
L4Y Member
Post 7769 / 265

The default pixels/m value is 64 - which is .5m = 1 block. I double that so 1m = 1 block, I find that a lot easier to work with.

Granted, I also use a custom Rck_Default.tga file... it's the default one, but instead of white + grey, it's orange + black... just got bored of the greyscale one and wanted a bit more contrast
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[Faction Files]  
 Modified Jan 10th, 04:22am by goober
RED-FROG   Posted 10th Jan 2010 1:03pm
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Post 4923 / 5258

Wth?
Why did mine say 7 then? REDPF messed up, knew I shouldn't have launched it
Well I dunno why it was like that, I never touch it.
KERPAL, ignore my previous post then
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    
goober   Posted 10th Jan 2010 6:14pm
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Post 7773 / 265

How would 7 pixels per meter make any sense? It would have to be a power of 2 at least, otherwise it would look REALLY broken.
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[Faction Files]  
 Modified Jan 10th, 06:43pm by goober
wakey1512   Posted 17th Jan 2010 2:04am
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Post 131 / 154

Now my level will not load at all, red crashes when I load it up. unless i first activate 'render everything' and then the level loads. But it still crashes if i try to play it?

im nowhere near the limits either

   Modified Jan 17th, 02:04am by wakey1512
goober   Posted 17th Jan 2010 2:32am
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Post 7776 / 265

Send me the map, my MSN is in my profile.
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[Faction Files]  
 
wakey1512   Posted 17th Jan 2010 3:09am
L4Y Member
Post 132 / 154

ok i will send after bed because its now 3.08 in the morning

edit: Just added you now
   Modified Jan 17th, 03:44pm by wakey1512



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