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BATEMAN   Posted 1st Jul 2010 2:12pm
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Post 86 / 167

Right, well i am going to release this Map in a few days, just need do a test run with spikey but have not seen him online in a bit.

but these are some pics to show what its like. and I really hope to see it played. I seriously doubt that ill be making any more maps for RF.

" If I had only known I would have been a Mapper "













Thanks Guys.

Over and Out.
   Modified Jul 1st, 02:12pm by BATEMAN
Molodiets   Posted 1st Jul 2010 2:50pm
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Post 2643 / 2687

looks nice.

you made some progress
spoilsport    
BATEMAN   Posted 1st Jul 2010 4:00pm
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Post 87 / 167

Quoting Molodiets
looks nice.

you made some progress


Yeah, though that I should finally get it done after 2 years +
   
Beatonator    Posted 1st Jul 2010 4:26pm
Post 3436 / 3716
Very good job, would love to play this!
Trying to find old players. Anyone about? Drop me a PM or reply to this thread:
>Link< (or head over to RFrun.net's comment section!)  
 
goober   Posted 1st Jul 2010 4:35pm
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Post 26 / 265

Looks quite nice BATEMAN, the only thing I can really criticize is how sharp the transition between sand and the hole in the floor in the first screenshot. The abrupt change from light to dark doesn't look very good.
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

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BATEMAN   Posted 1st Jul 2010 4:58pm
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Post 88 / 167

Quoting goober
criticize is how sharp the transition between sand and the hole in the floor in the first screenshot.


yeh i know, couldnt think of a way round it wanted to have the blue texture flat on the floor of the sand, kind like SRO i think
   
KERPAL   Posted 2nd Jul 2010 6:59pm
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Post 1320 / 1353

Wow! I'm lookin forward to this one for sure.
Maps    



Assman15    Posted 2nd Jul 2010 10:30pm
Post 2009 / 2085
Quoting BATEMAN
yeh i know, couldnt think of a way round it wanted to have the blue texture flat on the floor of the sand, kind like SRO i think


A quick fix would be to add a decal on the ground right where the two textures meet. Something similar to the sand texture, but with an alpha layer so you could see the metal underneath. If there isn't a default blend for that sand then you could always rip the sand texture from the game files, add an alpha layer, and rename it. Other than that, though, the map looks great.
My YouTube    
Bartalon   Posted 3rd Jul 2010 9:31am
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Post 140 / 144

Looks exceptional.

Quoting BATEMAN
yeh i know, couldnt think of a way round it wanted to have the blue texture flat on the floor of the sand, kind like SRO i think


You could also make the edges raised from the ground. There's a few ways to prevent movement hiccups if you choose to do this:

1) Any surface transition that is .125 (if memory serves) in height or shorter acts as a natural step for the player.

2) Angle the edges of the dark area to give a ramped transition. This will give the area a better "man-made" feel to it rather than just a perfectly smooth surface straight to the edge.

3) Raise the edge as high as you want and put solid face (or wedge) detail brushes around the perimeter and apply one of the transparent textures. This will also give a smooth walking transition from the light to dark area.

--edit--

Careful with applying textures to a trapezoidal face, it can cause the textures to look all warped and can actually jiggle around while in-game. I'm mentioning it because I noticed in your third image, the column against the wall in the center has that exact thing going on.

If the texture is in fact jiggling, the best way to fix it is to make the face into a parallelogram. As long as the sides opposite to each other are parallel and of the same length, this issue won't happen.
Phoenix AZ - Penny Arcade! - Check out my maps!    Modified Jul 3rd, 09:46am by Bartalon
goober   Posted 3rd Jul 2010 5:17pm
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Post 28 / 265

Quoting Bartalon

1) Any surface transition that is .125 (if memory serves) in height or shorter acts as a natural step for the player.

RF doesn't do this at any height.
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

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BATEMAN   Posted 3rd Jul 2010 6:39pm
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Post 89 / 167

Here is a video teaser of the reflection with water drops.

http://www.youtube.com/watch?v=3SGAzFIgpjk
   
Molodiets   Posted 3rd Jul 2010 7:20pm
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Post 2644 / 2687

woow it's amazing. You'll have to tell me how you did that!
spoilsport    
Assaultman67    Posted 3rd Jul 2010 8:16pm
Post 4343 / 4376
I love the fact that the RF community can produce maps that look better and or play better than the original maps that came with the game.
   
Bartalon   Posted 3rd Jul 2010 9:57pm
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Post 141 / 144

Quoting goober
Quoting Bartalon

1) Any surface transition that is .125 (if memory serves) in height or shorter acts as a natural step for the player.

RF doesn't do this at any height.


I could have sworn it did.

Guess I've been out of the game for too long. haha

--edit--

I tested this out to quench my own curiosity and this does work, up to a height of .250 in fact. There's a slight slow-down at .250 and could potentially cause problems if strafing about but .125 and below are pretty seamless.
Phoenix AZ - Penny Arcade! - Check out my maps!    Modified Jul 3rd, 10:39pm by Bartalon
goober   Posted 4th Jul 2010 5:19am
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Post 29 / 265

Quoting Bartalon

I tested this out to quench my own curiosity and this does work, up to a height of .250 in fact. There's a slight slow-down at .250 and could potentially cause problems if strafing about but .125 and below are pretty seamless.

No, it really doesn't - at least not the way that is seen in any other game. In RF, your feet are just a collision sphere.
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

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Assaultman67    Posted 4th Jul 2010 7:18am
Post 4344 / 4376
What is the radius of the collision sphere for the feet? ...

Its probably large enough that character "bob" is minimal when the steps are at .125 ... but there is character "bob" ... its just not noticeable
   
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