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skvlad01   Posted 10th Apr 2005 10:31pm
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I keep get realy bad crashes using RED editor. It only used to crash every now and then, but as my map got more complecated the crashes were more frequent to the point it will crash every 1 or 2 objects i put it.
It seems to crash as soon as I go to the Free look or if i'm using free look.
I tried using my bro's compy but the same thing happens.
Sk. Vlad
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mad_ferrit   Posted 10th Apr 2005 10:41pm
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Sounds like you have no portals in your map. You have gone too far in RED´s limits in one room so some prtalling will be necessary.

When you press the Space Bar to Build the level, you will get a build report that is shown in the bottom left hand corner of the screen. If you select all the writing in there and press ctrl+C to copy it and then paste it into a post in here then it will make it easer for us to analyse it before suggesting other things for ou to try.
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skvlad01   Posted 10th Apr 2005 10:44pm
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here's the report

Adding brush: 253/253
Cleaning final geometry...
Building rooms...
Fixing up texture uvs for ps2...
Had to add 1548 faces to fix ps2 tiling.
Fixing any t-joints...
Fixed 0 t-joints.
Checking for holes...
Found 0 holes
Brushes: 253
Portals: 0
Rooms: 23
Faces: 5918/10500
Face Vertices: 27884/50400
Vertices: 7997/13650
Rays recast: 64/10956
Artificial intellect is no match for natural stupidity!
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Molodiets   Posted 10th Apr 2005 10:52pm
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Quoting mad_ferrit
Sounds like you have no portals in your map. You have gone too far in RED´s limits in one room so some prtalling will be necessary.


What he said.
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skvlad01   Posted 10th Apr 2005 10:54pm
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So what do I do ,and how?
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 Modified Apr 10th, 11:35pm by skvlad01
mad_ferrit   Posted 10th Apr 2005 10:59pm
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Yes, you have done almost 6000 faces without a portal to break it up. What kind of map is it? Is it an outdoor map built in one large level box? Or is it an indoor map built with a series of airbrush rooms and corridors?

Depending on the type of map ^^^^ different portalling methods can be employed.

ALso....
Quote
Had to add 1548 faces to fix ps2 tiling.

Holy [Censored] man that´s bad, that´s very bad. Is there a tutorial on PS2 faces? It´s so easy to keep them to zero when you know how, but so many people overlook them. If there isn´t one then I´ll write one. But basically they are caused by overtiling of textures, especially on large faces.

Let us know what type of map it is and´we can tell you how to portal it. But to be honest you are approaching RED´s face and vertex limits as far as a multiplayer map is concerned, if you want it to run well.
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skvlad01   Posted 10th Apr 2005 11:16pm
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It's 2 large buildings that are full of windows and have towers on it.
The 2 buildings are floating in mid air some what 120m appart.
The whole thing is in side a black box about 600m x 120m x 180x to give the look of space.
Red and blue teams spawn at these 2 building
and snipe each other.
The tutorials don't tell you how to make proper sky boxes.
Artificial intellect is no match for natural stupidity!
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mad_ferrit   Posted 10th Apr 2005 11:44pm
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OK, for starters, make a SOLID FACE BRUSH big enough to disect your level box into 2 parts. Place this brush centrally between the 2 buildings making sure that it overlaps your main level brush on all sides. With that brush highlighted, hit Ctrl+P to bring up it´s properties and check the "Is Portal" box. Hopefully now you have successfully portalled your level somewhat.

Simple Skybox Tutorial
Make a small air brush and situate it way outside your level box. Give it the "Starfield Blues" Sky texture, applying map on all faces. Now add a "Room Effect" from the list in Object Mode into the airbrush. With the room effect highlighted, hit Ctrl+P to bring up it´s properties and change the Room Effect type to "Sky Room". Now if you go back into your level, in "Texture Mode" and select all the faces on your main level brush that you´d like to see the skybox through, usually that would be all 4 walls and the top of your level box and hit Ctrl+P and check the "Show Sky" checkbox then it will make these faces "see" the skybox!

You should also have eliminated a lot of PS2 faces from your level brush in the process!

Hope you get on OK
MY RF MAPS    Modified Apr 10th, 11:48pm by mad_ferrit
skvlad01   Posted 10th Apr 2005 11:50pm
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cool, thanks.
Artificial intellect is no match for natural stupidity!
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mad_ferrit   Posted 10th Apr 2005 11:58pm
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You´re welcome
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Mostertman    Posted 13th Apr 2005 8:01pm
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Quoting mad_ferrit
Is there a tutorial on PS2 faces? It´s so easy to keep them to zero when you know how, but so many people overlook them. If there isn´t one then I´ll write one


I'm waiting

I've almost allways got an couple of PS2 faces. don't know how to easely keep them to zero.
   
DVL_IAC   Posted 13th Apr 2005 8:37pm
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Quoting mad_ferrit

Simple Skybox Tutorial
Make a small air brush and situate it way outside your level box. Give it the "Starfield Blues" Sky texture, applying map on all faces. Now add a "Room Effect" from the list in Object Mode into the airbrush. With the room effect highlighted, hit Ctrl+P to bring up it´s properties and change the Room Effect type to "Sky Room". Now if you go back into your level, in "Texture Mode" and select all the faces on your main level brush that you´d like to see the skybox through, usually that would be all 4 walls and the top of your level box and hit Ctrl+P and check the "Show Sky" checkbox then it will make these faces "see" the skybox!


or if you dont wanna make a skybox theres plenty you can d/l and use here on the site
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dankone   Posted 13th Apr 2005 9:45pm
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Quoting Mostertman
Quoting mad_ferrit
Is there a tutorial on PS2 faces? It´s so easy to keep them to zero when you know how, but so many people overlook them. If there isn´t one then I´ll write one


I\'m waiting

I\'ve almost allways got an couple of PS2 faces. don\'t know how to easely keep them to zero.


ive found that the easiest way to control PS2 faces is to build after i apply \"ANY\" texture. then i simply look at the build report, and scale it up/down, or how i like, to remove any unwanted PS2\'s i may have gotten from the applied texture. i know waiting for the build can take a bit once the map gets close to complete(if its a complex map), but youll find in the end that it actually saves you time from looking for the PS2 faces in the end. good luck, i hope that helps.
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