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Red Faction : [RED] Editing : Two Problems (Red) |
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Enforce |
Posted 11th Aug 2007 7:04pm |
L4Y Member Post 81 / 312
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1. Problem with getting fire and smoke mingling together at the same time to work in the game for a more realistic effect. In the editor it works, the fire and smoke emitters show, but in the game only one of the emitters is visible, the other is not. Like the smoke will show but the fire does not, or the fire shows and the smoke does not.
2. Don't know how to do a swinging motion with keyframes as I want
to make one of the lights in my map to swing (rock) back and forth..I
don't know if a swinging mover is possible in Red. |
Red limits breached?, Yep, (20,000 fces and its still going !) |
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Molodiets |
Posted 11th Aug 2007 7:25pm |
L4Y Member Post 1456 / 2687
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Quoting Enforce |
2. Don't know how to do a swinging motion with keyframes as I want
to make one of the lights in my map to swing (rock) back and forth..I
don't know if a swinging mover is possible in Red. |
Indeed you'll have to use a reverse_mover event like i once did in dm-tribute to a saucer.
you may have to use an invert event too but i'm not sure.
Remember those events entail synchronisation problems in multiplayer |
spoilsport |
Modified Aug 11th, 07:30pm by Molodiets |
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jan_the_mean |
Posted 11th Aug 2007 8:13pm |
L4Y Member Post 86 / 153
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2.: as long as you have an light which is hanging on a rope it should work if you make the the rope in double length.
Then hide half of the rope in the ceiling,
add the light to the rope-brush group on the other end,
then define the keyframe (which should appear directly in the middle of the rope)
and make it a rotating mover (rotate the keyframe in object mode in a way that its rotating-axxis-arrow shows to the side)
Now set the rotating "degrees" for just 30 or something like this and let it move forward and backwards... |
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Enforce |
Posted 12th Aug 2007 6:56am |
L4Y Member Post 82 / 312
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I solved the smoke trouble. One of the emitters wasn't attached to the particle_state, that's why one was cancelling out the other and wouldn't show up in the game unless they were spaced far apart. Now they showing when put close together and I have the effect.
The SWINGING Light problem.
This is harder than it looks.
Its a brush light attached to a rope, not a clutter.
Well I got it swinging forward because I set the axis to 20,
But now it going like this:
Swing forward smoothly
Jerk back to the middle
Swing forward smoothly
Jerk back to the middle
Swing forward smoothly
Jerk back to the middle
How do I get it to swing backward?
To the auto trigger I attached Reverse Mover
but it hasn't affected the mover. |
Red limits breached?, Yep, (20,000 fces and its still going !) |
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mad_ferrit |
Posted 12th Aug 2007 9:11am |
L4Y Member Post 1486 / 1510
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Quoting Enforce | I solved the smoke trouble. One of the emitters wasn't attached to the particle_state, that's why one was cancelling out the other and wouldn't show up in the game unless they were spaced far apart. Now they showing when put close together and I have the effect.
The SWINGING Light problem.
This is harder than it looks.
Its a brush light attached to a rope, not a clutter.
Well I got it swinging forward because I set the axis to 20,
But now it going like this:
Swing forward smoothly
Jerk back to the middle
Swing forward smoothly
Jerk back to the middle
Swing forward smoothly
Jerk back to the middle
How do I get it to swing backward?
To the auto trigger I attached Reverse Mover
but it hasn't affected the mover. |
I did this successfully in RFU2-Temple-of-Doom...
From memory...
1 - I made a normal trigger door that covered the entire level (so if you were aywhere in the map you would be activating the trigger) - give this a 1 second reset time.
2 - Make your swinging light (in my case it was a rope swing) and rotate it to say 20 degrees so that it is at the end of one swing at its rest position.
3 - Give it a rotate in place keyframe - Ping-Pong Once and rotate 40 degrees. Departing travel time of say 3 seconds and a return of the same. Leave everything else on 0.
That should work fine.
My Trigger Properties -

My Keyframe Properties -
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MY RF MAPS |
Modified Aug 12th, 10:38am by mad_ferrit |
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Enforce |
Posted 12th Aug 2007 3:59pm |
L4Y Member Post 83 / 312
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Ah hah. So you have to tilt the brush first to the desired angle before turning it into a mover and then adding in the desired rotation.
I dunno if Red can shoot down my other light from the ceiling with a rocket launcher and make it smash all over the place like glass, for I don't think the detail brushes have in-built physics but i know the normal brushes do, they will fall down once separated but will not smash like glass and instead just thud on the ground. But there is a turn off physics event in Red and wondering if that can be used to make a detail brush fall down and smash.
The Turnoff Physics event wasn't just used for the sub, it was used also for the Driller
vehicle in the game when you first find it. I'm not sure why they needed to turn off physics for the driller or why they enabled it from the Bolt Emiter Gate halfway across the other side
of the map.....
Hmmm. well I'm. back to my one fire emitter again. The smoke and fire did work, but the smoke just wouldn't turn off after the fire emitter had turned off...
So maybe the particle_state event can only handle one emitter at a time.
How come Red won't display Custom Hud Messages in a cutscene ? |
Red limits breached?, Yep, (20,000 fces and its still going !) |
Modified Aug 12th, 04:11pm by Enforce |
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Molodiets |
Posted 12th Aug 2007 6:05pm |
L4Y Member Post 1459 / 2687
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Quoting Enforce |
Hmmm. well I'm. back to my one fire emitter again. The smoke and fire did work, but the smoke just wouldn't turn off after the fire emitter had turned off...
So maybe the particle_state event can only handle one emitter at a time.
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try and use 2 particle state events then. |
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goober |
Posted 13th Aug 2007 4:20pm |  |
L4Y Member Post 5479 / 265
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Infernus is somewhat right. You cannot break any keyframed objects or even glass with life. Shoot them 18billion times, they wont die |
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord
[Faction Files] |
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Molodiets |
Posted 13th Aug 2007 4:28pm |
L4Y Member Post 1464 / 2687
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Quoting goober | Infernus is somewhat right. You cannot break any keyframed objects or even glass with life. Shoot them 18billion times, they wont die |
that's not true.
In my latest map, land of anubis there is plenty of moving spotlights. shot a rail in them and they shatter like if there was no mover. |
spoilsport |
Modified Aug 13th, 04:35pm by Molodiets |
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Molodiets |
Posted 14th Aug 2007 11:02am |
L4Y Member Post 1467 / 2687
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What do you mean?
You know a spotlight break when you shoot it. It does it even if it's a part of a mover.
What more details do you want |
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Enforce |
Posted 15th Aug 2007 5:00am |
L4Y Member Post 84 / 312
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With clutter you'll get away with smashing things if they are attached to a mover but not with brushes, with brushes you can make them transparent only (I think).
Violition gave us this set a groups from the original levels to use to quickly build up our custom levels. However I don't know if its acceptable to take other pieces from out of their levels of the game to use in our custom maps (if the piece we need is not in the group set that violition had given us.)
It wasn't very good design, because I only got 1 portal in the map when I should've had about 5 but its seems to be stable...But still I will try to put in some more portals if it will accept them without giving me a holes issue.
So about 90% of my map is original and 5% of it isn't, I wanted to save time on building. As I used a couple of pipes here and there from the game and a few things from the shopping mall groups.
It took me about a week to create this strange map. It is not fully complete, its about 97% done.
There are still adjustments to be made. For its not quite right yet.
I don't know how to do goals yet so there's no real direction in this map at the moment someone will have to test it.
Having trouble getting custom hud messages to work, getting no parse errors, but they refuse to show up in the game after I packed the text tbl into the vpp... Baffeled..
I can't get Hud message console to play during a cutscene does anyone know why?...
Screenshots of map:
Start of Cutscene:

Inside Picture Theatre:

Outside: - The Door Decal needs fixing up

On the Roof:

There is another two more, power room and the energy security bars into the machine room where the sec camera is, but can't upload at the moment (dns errors)...
Stats:
Chopping portal: 1/1
Cleaning final geometry...
Building rooms...
Fixing up texture uvs for ps2...
Had to add 104 faces to fix ps2 tiling.
Fixing any t-joints...
Fixed 75 t-joints.
Checking for holes...
Found 0 holes
Brushes: 212
Portals: 1
Rooms: 101
Faces: 8262/10500
Face Vertices: 34900/50400
Vertices: 9056/13650
Rays recast: 3/6699 |
Red limits breached?, Yep, (20,000 fces and its still going !) |
Modified Aug 15th, 05:13am by Enforce |
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