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Enforce   Posted 8th Aug 2013 10:00am
L4Y Member
Post 311 / 312

I just found out that the Stretch Command Optimizes the brush building. So if i don't use the stretch
and build a brush at 999 size, then it wastes 6.144 faces in building it. Leaving not much to build.

But if I build at a small size then use stretch, I had only 6 faces used instead of 6,144.

Portals can be stretched as well.

could be useful if a low face count stops portals from becoming unstable when
dealing with a large room.
Red limits breached?, Yep, (20,000 fces and its still going !)    Modified Aug 8th, 10:47am by Enforce
goober   Posted 8th Aug 2013 10:37am
L4Y Member
Post 262 / 265

That's because of the texture tiling. "Apply Map" on those faces and you'll get the same effect. Don't use a texture that tiles a zillion times and you can make a huge brush, it's no huge revelation. It's also not very useful in an FPS game to make a room that takes 2 minutes to get to the other end of.
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 Modified Aug 8th, 10:40am by goober
Enforce   Posted 8th Aug 2013 11:01am
L4Y Member
Post 312 / 312

Quoting goober
That's because of the texture tiling. "Apply Map" on those faces and you'll get the same effect. Don't use a texture that tiles a zillion times and you can make a huge brush, it's no huge revelation. It's also not very useful in an FPS game to make a room that takes 2 minutes to get to the other end of.


Ah so its to do with the texture tiling.

Ok then the only use I see for this when doing big portals. You don't really need to texture tile that.
Or when doing an outdoor level to build a small little world in and stretch
a portal brush in the middle of it to keep face count down.

I wish I knew how many objects a portal can render at a time because sometimes if you
put too many objects in a portal, brushes begin to turn to wire frames or dissapear.
Red limits breached?, Yep, (20,000 fces and its still going !)    Modified Aug 8th, 11:03am by Enforce



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