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  Red Faction : [RED] Editing : Solved the PS2 Tiling problem [Forum Rules]  


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Enforce   Posted 16th Jan 2011 10:51am
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Post 294 / 312

I'm using stretch now to resize my brushes and that's elminated the problem with ps2 tiling. of
adding unecessary extra faces like in doing big air brushes or solid brushes. I did an ocean
map of nearly 10,000 air brush size with a colony of islands in it and it worked.., and it
only used 7,000 faces, ran nice and smooth as well. But I think 6,000 is probably
a better size.

Its amazing how it only takes 6 faces now to build a 999 x 999 air brush and resize it
again in camera mode to what I want instead of taking up 6,000 faces !
Red limits breached?, Yep, (20,000 fces and its still going !)    Modified Jan 16th, 12:48pm by Enforce
Enforce   Posted 16th Jan 2011 6:13pm
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Ah yes, with small scaled textures on a brush the ps2 tiling increases the number of faces to
add, so textures will have to be all low resolution for large maps.


Pure Faction allows the stretch brushes from 1,000 downwards not 10,000. The numbers keeps on overwriting to 1,000 everytime I try to put in 10,000. So It won't accept higher numbers than 1,000.

So to get my brush out to 10,000. I have to instead have to do it manually by setting the view distance to 4,000 and zooming right out of the camera view mode as far as it will go and then stretch the face brush out to that size myself which causes the brush to start to split up during the stretch and you are left with a big X through your face portal brush which is not what I want..

When that happens, face brush is no longer coplanar so I can't combine the faces to fix that.

(At sizes beyond 999 limit the portal dosen't show up as portaled in the 'Show Colors viewmode' either but just stays the same grey color even though the portal is covering the whole brush is down the middle, so the portal sort of works but you start to get weird results, like all the water dissapearing out of the map altogether when it should only be half the water left in the map to show one side of the room has been portaled.

But in using smaller face portal sizes than 999 seems to be ok, unless there's another way to stretch out a 999 sized face brush to 8,000 without splitting up the face, I have not found any other answers to get around this problem because of the 1,000 limit that the Red Editor is set to on stretching. but large portals for large maps will limit the number of portals you can use as well. So it has limits.

And its set to this limit because even with the far clipping mode set to max (Viewing distance in game)
goes only up to 1,000 radius and no further that I know of.
Red limits breached?, Yep, (20,000 fces and its still going !)    Modified Jan 16th, 10:56pm by Enforce
goober   Posted 17th Jan 2011 2:54am
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Post 84 / 265

1. Ps2 faces always matter, no matter if geo is being used or not.
2. Pure Faction doesn't impose this "1000m limit" you speak of, RED has always been like that.
3. There's no excuse for making a brush bigger than (or equal to for that matter) 1000m anyway, the engine is just not built for it, and your map will play like absolute garbage.
4. As a general rule, a single face should never be more than 100m in either dimension, split up large brushes to reduce Ps2 tiling and make it easier for the engine to process the level.


I don't know why everyone has this obsession with having a low facecount. Facecount isn't the only factor effecting performance in this engine. Having the engine render worlds that are needlessly large is worse than having 12,000 faces in a properly portaled map. (for the record, having particles or clutter is worse aswell)
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Enforce   Posted 17th Jan 2011 9:30am
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Post 296 / 312

Now As for Pure Faction:

The Pure Faction program actually installs a modofied adulterated copy of the Red Editor during the Installation, its called REDPF.exe if you want to know where it is.

Run that file and and up comes the Red Editor Splash screen with the Pure Faction logo plastered
all over it. Well there you go, Pure faction does include the red editor after all.

THQ gives us rights to make mods with the editor and distribute out our mods to the rest of
the commuinity to download so others who have the game and editor can play them.

The whole purpose of the editor was to create a mod community with. We can download updates
to the editor or to the game files as THQ sees fit to release.

But one thing is made very clear by THQ. We don't have any other distribution rights to the editor
or to the game without their permission since its their game, their editor, their intellectual
property and their distribution rights that we need to respect..
Red limits breached?, Yep, (20,000 fces and its still going !)    Modified Jan 17th, 11:20am by Enforce
goober   Posted 17th Jan 2011 11:09am
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Does THQ know that this site has been distributing their editor?. It doesn't matter.
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord

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Enforce   Posted 17th Jan 2011 11:47am
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Post 297 / 312

Quoting goober
Does THQ know that this site has been distributing their editor?. It doesn't matter.


So you say It dosen't matter if THQ dosen't know about Pure Faction?
I thoguht we were supposed to only make Red Faction Levels and
upload them on here.
Red limits breached?, Yep, (20,000 fces and its still going !)    Modified Jan 20th, 01:43am by Enforce



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