Search found 19 matches

by Fireblade
Sat Sep 08, 2007 11:20 pm
Forum: RF2 Discussions
Topic: Is 10001downloads.com supposed to be offering RF 2.0?
Replies: 8
Views: 1125

Is 10001downloads.com supposed to be offering RF 2.0?

I was looking around the internet for models when I stumbled upon this site: http://www.10001downloads.com/software/10781/reality_factory.html I tried to download it, and ended up at the RF1 site: http://www.realityfactory.info/cms/index.php?option=com_docman&task=cat_view&gid=7&Itemid=2...
by Fireblade
Wed Jan 31, 2007 4:59 am
Forum: Level Design & Entity Usage
Topic: StaticMesh entity and lighting
Replies: 2
Views: 357

I got it to work, probably still needs optimizing, but it works! Thank you for the help on that one.

Also, here's a shot of the SEP's attributes for anyone who might need them.
by Fireblade
Mon Jan 29, 2007 11:33 pm
Forum: Level Design & Entity Usage
Topic: StaticMesh entity and lighting
Replies: 2
Views: 357

StaticMesh entity and lighting

Continued from "Can a static mesh be used as a cut brush?"... Does anyone know how to get the StaticMesh and/or StaticEntityProxy entities to blend in with the rest of the geometry? All I get is either a bright un-shaded almost glowing mesh, or a black silhouette, nothing in the middle. I ...
by Fireblade
Mon Jan 29, 2007 8:06 pm
Forum: Level Design & Entity Usage
Topic: Can a static mesh be used as a cut brush?
Replies: 4
Views: 423

Would it be easier to use a StaticEntityProxy Entity + Clip brush for the same effect?
It looks like all of the .act-base entities are doing this. How do you apply a script to a static object?
by Fireblade
Mon Jan 29, 2007 4:25 am
Forum: Level Design & Entity Usage
Topic: Can a static mesh be used as a cut brush?
Replies: 4
Views: 423

What about lighting for static meshes?

Thanks for the help on that last issue :D I have another question... I've made some very nice .act actors, including a nicely-built (in my opinion) hut. The problem is that when I use the static mesh entity to get a an actor in, it doesn't seem to be affected by any of my lighting, it's either "...
by Fireblade
Sun Jan 28, 2007 2:08 am
Forum: Level Design & Entity Usage
Topic: Can a static mesh be used as a cut brush?
Replies: 4
Views: 423

Can a static mesh be used as a cut brush?

I'm trying to cut a trench into my level so I can fill with water and make a stream.
Is there a way to make a static mesh into a cut brush, or do I just need to cut out a large block and set a mesh into it?
by Fireblade
Wed Jan 24, 2007 10:23 pm
Forum: Level Design & Entity Usage
Topic: Synchronizing sun, sky, and sound...
Replies: 0
Views: 459

Synchronizing sun, sky, and sound...

I have a few questions on synchronizing events in a level. So far, I plan on attatching the various environment sounds to a model and pull them "underground" and out-of-range when they are supposed to be inactive. I also plan on having a dynamic lighting entity set up to mimic the sun's lo...
by Fireblade
Sun Jan 21, 2007 12:52 am
Forum: Level Design & Entity Usage
Topic: Cliché glowing crystal area with dynamic lighting
Replies: 1
Views: 231

Cliché glowing crystal area with dynamic lighting

I'm doing an area that will be lit mostly by crystal shards protruding from the cavern walls, and I've run into a problem: The shards are blocking light, causing them to be surrounded by a dark circle at the base. The shards themselves are lit, which only makes the problem more obvious. Is there a w...
by Fireblade
Wed Dec 20, 2006 2:59 am
Forum: Programming
Topic: Modification to the SunLight entity
Replies: 6
Views: 793

Doing it the way the engine normally handles kills every bit of performance we once had: The main problem, like said above, would be speed - You cannot simply alter all lightmaps or vertex colors of a map at one time and think that it doesn't have any efect on the framerate. Think of it like that: ...
by Fireblade
Tue Dec 19, 2006 4:08 pm
Forum: Programming
Topic: Modification to the SunLight entity
Replies: 6
Views: 793

Modification to the SunLight entity

I would like to perform an alteration to either the SkyDome entity or the SunLight entity to have a dynamic sunlight effect. How difficult would it be to add the functionality of the SunLight entity into the SkyDome entity and be able to use the skydome script files to control the SunLight portion (...
by Fireblade
Sat Dec 16, 2006 7:18 pm
Forum: Level Design & Entity Usage
Topic: How do you make illusory (fake) brushes
Replies: 3
Views: 394

How do you make illusory (fake) brushes

I have a couple questions on brush geometry. 1.) I've been working on a level that needs an area with a "fake" wall that the player can walk through. 2.) there are places in the level that I don't want the player going into, but I still want it to be visible. Any help is appreciated.
by Fireblade
Sat Dec 16, 2006 3:48 pm
Forum: Level Design & Entity Usage
Topic: Weapon too small
Replies: 2
Views: 285

That doesn't look like the problem, all the weapon scalings in weapon.ini are set to 1. It affected all weapons with one number change. I do remember changing it from 1 to 0.25. It seems to be affecting all of the demo levels as well. Also, the change only affects the 3'rd person/iso views. I figur...
by Fireblade
Sat Dec 16, 2006 6:27 am
Forum: Level Design & Entity Usage
Topic: Weapon too small
Replies: 2
Views: 285

Weapon too small

I resized the weapons in my level to match a smaller player, then realized it could be done more easily in character.ini; my problem is that I forgot how to size the weapons back to normal. Can someone point me in the right direction?
by Fireblade
Wed Dec 13, 2006 9:25 pm
Forum: Level Design & Entity Usage
Topic: RF is ignoring SkyDome scripts
Replies: 7
Views: 646

I set the InitOrder and StartOrder the way you said, and it works perfectly, thank you so much :mrgreen:
by Fireblade
Wed Dec 13, 2006 6:34 pm
Forum: Level Design & Entity Usage
Topic: RF is ignoring SkyDome scripts
Replies: 7
Views: 646

The contents of Sky2.s { Start[ () { SetHeightOrigin(-1000); SetLandscapeSize(40200); SetSkyDome(4920, 128); SetDesiredTriangles(1024); SetTerrain("flat.bmp", "desert256.bmp"); SetDistanceFromSunFactor(40200); SetTwilightDistanceFromHorizon(0.6); SetLocation(920, 10, 16, 23); Set...