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Pack Hunter   Posted 30th Jul 2005 7:16am
L4Y Member
Post 197 / 229

thats..pretty much what ism, is one team has a goal, the other team has to thwart it
We will be known by the tracks we leave behind    
KERPAL   Posted 30th Jul 2005 8:32pm
L4Y Member
Post 29 / 1353

Ok well I threw in 2 big portal brushes in the map and now its working fine, thanks for all the help guys, but how do I fix that ps2 tiling?
Maps    
Morgoth   Posted 1st Aug 2005 3:10am
L4Y Member
Post 13 / 393

Edit: Sorry for the topic subject, i just wanted answer question about Xmod in my first reply on page 1...

Quoting molodiets

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?


Hello

About the {assault map} or {destroy/hack objectives}:

Yes i can make theses different patherns for each team. The only thing with RF, is the {inverse problem}, for some trigger or mover when player later join a game (client/server). For optimum gameplay, some maps will better be played in a Lan or with online password to prevent the inverse bug.

Piercing power;

...is how far the bullets can pass true brush, like the railgun, but at a lower value depend on the gun. Unfortunatly, RF dont isolate each material type, (slim heavy metal plate ---, standard metal door -, wood door ++,etc). The guns piercing power will stay on Xmod, but with a {lower global value} due to RF limitation...

Thx for your interest in the mod
Red Faction - Xmod Home Page Mod DB Thanks to visit    Modified Aug 2nd, 05:14am by Morgoth
KERPAL   Posted 1st Aug 2005 5:12am
L4Y Member
Post 32 / 1353

Quoting Morgoth
Hello

About the {assault map} or {destroy/hack objectives}:

Yes i can make theses different patherns for each team. The only thing with RF, is the {inverse problem}, for some trigger or mover when player later join a game (client/server). For optimum gameplay, some maps will better be played in a Lan or with online password to prevent the inverse bug.

Piercing power;

...is how far the bullets can pass true brush, like the railgun, but at a lower value depend on the gun. Unfortunatly, RF dont isolate each material type, (slim heavy metal plate ---, standard metal door -, wood door ++,etc). The guns piercing power will stay on Xmod, but with a {lower global value} due to RF limitation...

Thx for your interest in the mod


ok, whats the reason behind this?
Maps    
Assassin   Posted 1st Aug 2005 5:31am
L4Y Member
Post 5 / 79

Chopping portal: 13/13
Cleaning final geometry...
Building rooms...
Fixing up texture uvs for ps2...
Had to add 137 faces to fix ps2 tiling.
Fixing any t-joints...
Fixed 359 t-joints.
Checking for holes...
Found 3 holes
Brushes: 1687
Portals: 13
Rooms: 169
Faces: 21218/10500
Face Vertices: 102437/50400
Vertices: 30197/13650
Rays recast: 71/47053

This was my specs for the final release of my map. I have no clue what ps2, ps2 tiling, or t-joints mean. Reading your posts, my numbers cant be good. Though the map seems to run fine. Did have an error with the shotgun. It wouldnt function properly. RED never crashed. The only problem I would get while testing is "Couldnt spawn entity "player spawn"" or something very close to those words. Hoped this helped a little with your map KERPAL.
Give respect, you get respect.    
KERPAL   Posted 1st Aug 2005 8:57pm
L4Y Member
Post 33 / 1353

lol you could at least try to fix those 3 holes
You did do a great job on your map though, liked it alot
Whenever I have holes in my maps, I go to the level menu and hit check for holes then I try to fix holes in vertex mode by moving vertices around to cover the entire hole.
Maps    Modified Aug 1st, 11:21pm by KERPAL



Assassin   Posted 2nd Aug 2005 4:55pm
L4Y Member
Post 6 / 79

All through the map, I did fix the holes. It was the last brush I put in that cause 3 holes. After moving it a few times and the holes didnt disappair, I said scerw it. Each time I had to rebuild the brushes, it would take around 2 mins to build all those brushes.
Give respect, you get respect.    
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