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KERPAL   Posted 29th Jul 2005 3:37am
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Post 26 / 1353

Well, Ive been currently trying to finish a level and it has about 304 brushes in it. And now my RED editor is starting to crash every single time I build another brush or light my level. Any help please??
Maps    
Pickles   Posted 29th Jul 2005 4:15am
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Post 332 / 392

What else are the level specs? Size of level total? Build specs? Little more information would help.

And yes, I've hit that brush error too... supposedly. I'm not sure if it's too many brushes or what. You can never fail with more portals though. Fusing brushes works sometimes too.
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KERPAL   Posted 29th Jul 2005 9:21am
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Post 27 / 1353

well maybe it might be portals because I dont have any lol. the specs:

Cleaning final geometry...
Building rooms...
Fixing up texture uvs for ps2...
Had to add 144 faces to fix ps2 tiling.
Fixing any t-joints...
Fixed 25 t-joints.
Checking for holes...
Found 0 holes
Brushes: 348
Portals: 0
Rooms: 300
Faces: 3996/10500
Face Vertices: 17398/50400
Vertices: 5070/13650
Rays recast: 0/2256

guess I was wrong on how many brushes I had.
Maps    Modified Jul 29th, 09:23am by KERPAL
SKA-Diesel   Posted 29th Jul 2005 9:35am
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Post 333 / 719

Quoting Pickles
Fusing brushes works sometimes too.


Make sure any fused brushes are not in a GEO region, as they can cause serious bugs/glitches... I know from experience

There isnt really a "brush limit" in RED, only a face/vertex limit.
   
ENM   Posted 29th Jul 2005 9:53am
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Post 150 / 1552

Quoting KERPAL
well maybe it might be portals because I dont have any lol. the specs:

Cleaning final geometry...
Building rooms...
Fixing up texture uvs for ps2...
Had to add 144 faces to fix ps2 tiling
Fixing any t-joints...
Fixed 25 t-joints..

Checking for holes...
Found 0 holes
Brushes: 348
Portals: 0
Rooms: 300
Faces: 3996/10500
Face Vertices: 17398/50400
Vertices: 5070/13650
Rays recast: 0/2256

guess I was wrong on how many brushes I had.

I would be a bit concerned about the highlited stats more than anything else first
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 Modified Jul 29th, 09:54am by ENM
skvlad01   Posted 29th Jul 2005 11:34am
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Post 25 / 614

Dam straight there is. It's a frigin pain in the CENSORED coz all my maps have brushes to the limit. portals did not help in my case.
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dankone   Posted 29th Jul 2005 4:26pm
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Post 340 / 404

SKA is the more correct here. having too many brushes isnt a real problem for RED. ive have gone WELL beyond where your at and had no problems. fix up your ps2 tilings, and throw a few GIANT solid face portals in yer map. i also on a regular basis have alot more t-joints in my maps than you have , so i doubt thats yer problem.
yeh you have 348 brushes (300 of them are seperate rooms) and no portals. id say THAT is your problem more than anything else. throw portals in whereever you can. if your making an outside map, do like i suggested earlier, and add 2 large solid face portals at opposite quarters of the map.(check for portal errors tho. sometimes you need 3, or only 1 will work sometimes too.)
GL A1 out
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goober   Posted 29th Jul 2005 6:10pm
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Post 203 / 265

Quoting dankone
SKA is the more correct here. having too many brushes isnt a real problem for RED. ive have gone WELL beyond where your at and had no problems. fix up your ps2 tilings, and throw a few GIANT solid face portals in yer map. i also on a regular basis have alot more t-joints in my maps than you have , so i doubt thats yer problem.
yeh you have 348 brushes (300 of them are seperate rooms) and no portals. id say THAT is your problem more than anything else. throw portals in whereever you can. if your making an outside map, do like i suggested earlier, and add 2 large solid face portals at opposite quarters of the map.(check for portal errors tho. sometimes you need 3, or only 1 will work sometimes too.)
GL A1 out



ive had 708 brushes and no problems mind you they were all face brushes
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Leninator   Posted 29th Jul 2005 6:23pm
L4Y Member
Post 29 / 77

my level gothic used to suffer terribly from this....

I fixed it by makeding all the non geomodable areas flagged to be detail brushes. This seems to help red along its way. Although I think that detail brush only works for solids.
   
Molodiets   Posted 29th Jul 2005 6:56pm
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Post 510 / 2687

I think te problem comes from portals.
O is a tad unsufficient.
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RF Grim Reaper   Posted 29th Jul 2005 7:16pm
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Post 268 / 902

Yea, RED can pretty much handle any number of brushes as long as you portal correctly ( as molo suggested ).
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RED-FROG   Posted 29th Jul 2005 9:07pm
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Post 504 / 5258

Some brushes probably beeing too complex for RED. (well, one can have over 5000 faces as I can remember, but it depends on how the brush was made and if it has some weird faces that cause errors..but ur RED doesn't list any holes at all )
Or the textures crash your RED. Perhaps, some faces weren't textured properly. This sometimes happens when u fuse brushes or weld vertecies

You should try to rebuild the map by selecting "Render Everything" in the view properties.

You may have to get rid of a few ps2 faces, too
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    Modified Jul 29th, 09:13pm by RED-FROG
RED_JUSTICE   Posted 29th Jul 2005 9:53pm
L4Y Member
Post 198 / 486

Portals, portals, portals.

Also, the problm COULD be your machine. On my old computer the vid card just wasn't very robust and I used to hold my breath everytime I hit BUILD because it would crash half the time when the map got too complex. Once I installed a better vid card, this problem stopped. In that case, the issue was purely my computer's ability to perform all the calculations I was asking it to do.

But, in general, portals, portals, and more portals.
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RED-FROG   Posted 29th Jul 2005 10:09pm
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Post 505 / 5258

The video card isn't doing the calculation as far as I know

Usually things crash when the CPU got a puffer overrun (or something like that) or it heats up too much. (which can happen quick on heavy calculations)
...the CPU is doing all the calculation (building, lightning...all this stuff)

RED calculates on my new machine everything much faster, somehow the editor must be running on its limits.. if I compare the performance to my old computer the build times beeing too long. Perhaps RED was coded bad
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    Modified Jul 29th, 10:13pm by RED-FROG
Morgoth   Posted 29th Jul 2005 11:38pm
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Post 12 / 393

If you want to build a map that have many polygons, near the limit of RED (10,000) and you want lots of Geo. I suggest you to never go over 256 brush per/portal. If you have a little map, the brush count dosen't matter... In the past, i did some test to maximize my "Xmod", because i wanted alot of Geo. And if you go over 256 brush per/portal in a huge Geo poly map, the map crash... Also, have in mind that the ingame-Geo add poly, if you go over 10,000 ingame, same result happen, RF crash

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Molodiets   Posted 30th Jul 2005 3:30am
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Post 513 / 2687

Quoting Morgoth

I hope you read my Xmod now (Little screenshots coming soon)

You're attempting to create an assault gametype? In tournament, assault is a game type where a team try to reach several objectives within a certain ammount of time whereas the other team tries to prevent it and then they switch. Is it really possible with RF?


What do you call piercing power?
spoilsport    
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