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Red Faction : [RED] Editing : Calculate lighting, everything gone? |
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DVL_IAC |
Posted 10th Aug 2007 6:37am |  |
L4Y Member Post 1168 / 1417
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I've been working on a map on and off for the last couple of months and everythings was going fine but suddenly red decided it didn't like the map anymore and now everytime I calculate lighting all brushes become invisable. Like in the editor it just shows the wireframe for everything and in game you can't see any brushes but you can still collide with them. Before I calculate lighting though, like just after a build you can see everything fine in game and in the editor. I know its not a limits thing because I tried deleting everthing in the map except the main air box and the ground and everything still goes invisable when you calculate lighting. Out of everything I tried the only ways I found to make the brushes not go invisable when I calculate lighting is to make stuff a keyframe, but I dont want to have to make every brush in my level a keyframe. Or select the whole map and shrink it by 30m in each direction, but I dont want to do this because I have tons of clutter items that will get way out of place and I don't want to have to spend days moving all my clutter objects back into place and don't really want the map any smaller. Has anyone else ever had this problem and/or found a solution for it? |
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jan_the_mean |
Posted 10th Aug 2007 10:20am |
L4Y Member Post 81 / 153
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To me it sounds like an accidental change of some important brushes!
Like you copyed an important air-brush, deleted it, and recopyed it into the map, so that its informations overlay the solid brushes...
An easy way to find out would be to make every brush (that is a solid one without any holes in it) a detail.
Details will always appear (like a mover). |
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Hapa Hanu |
Posted 10th Aug 2007 4:25pm |
Mac Maniac L4Y Member Post 806 / 1544
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I had a situation with the Summoner map. I would build the level and calculate the lighting and bam - solids would become invisible and when tested in game, intangible too. Players would fall directly into the skybox.
The solution for this problem was removing the portals. |
I have suffered in real life for the past couple years, now its your turn! |
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DVL_IAC |
Posted 13th Aug 2007 2:54am |  |
L4Y Member Post 1169 / 1417
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I Can't take out any portals in the maps current state or it will crash, but I tried deleting everything except the land and main air box and then deleted the portals and built geometry, but when I calculated lighting, same thing, everything goes invisible... |
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Enforce |
Posted 16th Aug 2007 2:20am |
L4Y Member Post 85 / 312
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I think to avoid this problem you have to construct groups first before constructing the whole map so you load them into the map and that seems to be more stable, because to construct everything as you go along sometimes Red gets unstable and corrupts the map.
if you put a face portal in a room with too many beveled sides of a airbrush, a room with too much detail the brush being portaled or the map will soon start to become intangible. I found that out by doing a simple experiment by seeing how many sides you can bevel of a airbrush before the portal starts becoming unstable.... Face portals are limited, this is why the designers used air portals inside the doors more for the heavy detailed areas, and the face portals for the more simple areas like the caves.. |
Red limits breached?, Yep, (20,000 fces and its still going !) |
Modified Aug 16th, 02:27am by Enforce |
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