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Red Faction : [RED] Editing : DM-Turrican[PowerPlant] -- Preview |
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BATEMAN |
Posted 1st Jul 2010 2:12pm |
L4Y Member Post 86 / 167
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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. |
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Modified Jul 1st, 02:12pm by BATEMAN |
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Molodiets |
Posted 1st Jul 2010 2:50pm |
L4Y Member Post 2643 / 2687
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looks nice.
you made some progress |
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BATEMAN |
Posted 1st Jul 2010 4:00pm |
L4Y Member Post 87 / 167
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Quoting Molodiets | looks nice.
you made some progress |
Yeah, though that I should finally get it done after 2 years + |
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Beatonator  |
Posted 1st Jul 2010 4:26pm |
Post 3436 / 3716
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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!) |
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goober |
Posted 1st Jul 2010 4:35pm |  |
L4Y Member Post 26 / 265
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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
[Faction Files] |
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BATEMAN |
Posted 1st Jul 2010 4:58pm |
L4Y Member Post 88 / 167
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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 |
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KERPAL |
Posted 2nd Jul 2010 6:59pm |  |
L4Y Member Post 1320 / 1353
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Wow! I'm lookin forward to this one for sure. |
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Assman15  |
Posted 2nd Jul 2010 10:30pm |  |
Post 2009 / 2085
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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. |
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Bartalon |
Posted 3rd Jul 2010 9:31am |
L4Y Member Post 140 / 144
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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 |
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goober |
Posted 3rd Jul 2010 5:17pm |  |
L4Y Member Post 28 / 265
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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
[Faction Files] |
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Molodiets |
Posted 3rd Jul 2010 7:20pm |
L4Y Member Post 2644 / 2687
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woow it's amazing. You'll have to tell me how you did that! |
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Assaultman67  |
Posted 3rd Jul 2010 8:16pm |  |
Post 4343 / 4376
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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. |
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Bartalon |
Posted 3rd Jul 2010 9:57pm |
L4Y Member Post 141 / 144
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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 |
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goober |
Posted 4th Jul 2010 5:19am |  |
L4Y Member Post 29 / 265
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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
[Faction Files] |
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Assaultman67  |
Posted 4th Jul 2010 7:18am |  |
Post 4344 / 4376
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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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