How to make angled brushes?

Post topics regarding Level Building/Design and Entity Usage with Reality Factory
Agentbromsnor
Posts: 37
Joined: Wed Jun 13, 2012 6:22 pm

How to make angled brushes?

Post by Agentbromsnor » Wed Jun 13, 2012 6:42 pm

Hello, I'm new to this forum and I'm using Reality Factory since yesterday. After I got the game installed the right way on C instead of program files, I got to work with the level editing tutorial that I found on the site. It followed it and I learned alot from it, especially considering that so many other online tutorials were talking about working with hollow brushes which is such a pain to do.

However, I did work with Worldcraft (now Valve's Hammer Editor) for some time and I couldn't help but notice that I couldn't find any way to move the angles of my brushes. This is a bit weird to explain since my English isn't great, but in Worldcraft / Hammer you can go into this mode in which the corners of your selected brush would get highlighted with dots (or cubes) and you could move them independantly to create some nice 3D level design, and to make the level look less stale.

Since RFPro is already remarkebly simular to Worldcraft, I thought that this has to be a feature somewhere, but I couldn't find it and the tutorial didn't go any further. I also downloaded the e-book but that explained a different editor then the one I'm using (RFPro).

I hope somebody can help me!

FYI: I got into Reality Factory because of a interest I had in Genesis 3D, but I found out that Genesis 3D doesn't like Windows Vista / 7, so RF fixed it for me! :D

Allanon
Posts: 493
Joined: Mon Aug 29, 2005 8:23 am

Re: How to make angled brushes?

Post by Allanon » Thu Jun 14, 2012 1:11 am

To rotate a brush you must first have it selected then just click on the rotate button located in the toolbar or right click on one of the camera views and select rotate. Then hold the left mouse button down over the brush and move left or right to rotate. The brush will rotate on different planes depending on which view you clicked in.

Agentbromsnor
Posts: 37
Joined: Wed Jun 13, 2012 6:22 pm

Re: How to make angled brushes?

Post by Agentbromsnor » Thu Jun 14, 2012 10:18 am

I don't think you got what I meant. What I meant was how to create things like triangle-meshes, for placement in corners and such.

Allanon
Posts: 493
Joined: Mon Aug 29, 2005 8:23 am

Re: How to make angled brushes?

Post by Allanon » Thu Jun 14, 2012 7:33 pm

You can connect solid brushes to create a shape. To build a triangle just connect 3 long thin solid brushes in to a triangle shape.

Or you can use a solid cut brush to carve brushes. To build a triangle create a square solid brush then create a solid cut brush. Rotate, move and resize the cut brush so it's covering one half the of the solid brush from corner to corner, that cut brush will subtract it's area from the solid brush and leave only half of the solid brush making a triangle.

Or you can import models using the StaticMesh entity, to build a triangle just create a triangle in a modeling program then use Equity to convert that model in to an actor then use the StaticMesh entity to import the actor in to your map.

User avatar
QuestOfDreams
Site Admin
Posts: 1520
Joined: Sun Jul 03, 2005 11:12 pm
Location: Austria
Contact:

Re: How to make angled brushes?

Post by QuestOfDreams » Thu Jun 14, 2012 10:46 pm

You cannot edit a single edge or vertex in the RF editor. You can either influence the general shape of a box brush when you create it or use a different brush primitive like the ramp (stairs) brush or the cone brush. It's possible to create a wide range of different shapes even without the use of cut brushes (which should be avoided whenever possible). If you need really complex shapes it's better not to build them in the editor but to use actors instead as Allanon mentioned above.

Agentbromsnor
Posts: 37
Joined: Wed Jun 13, 2012 6:22 pm

Re: How to make angled brushes?

Post by Agentbromsnor » Fri Jun 15, 2012 4:54 pm

I see, thanks for you replies!

I've got a few other questions which are unrelated to this topic, you mind if I get them out of the way?

1) I'm new to bumpmapping and normal mapping and I would love to implement these into my maps. I know how a displacement, bump, and normal map has to look, but my question is how do I combine this into one texture to import into a .TXL?

2) I tried experimenting with a skybox, but I need a lot of sides (left, middle etc.) to make it look convincing. Is there a sky texture somewhere that I can use as an example?

3) Also, I tried creating a stairs with brushes but in-engine I can't walk over it. Do Ineed to use the stair-brush for this, or did I overlook something?

Sorry if these things have been asked countless times before, but I thought I might get them out of the way now since I'm still a newbie.

Allanon
Posts: 493
Joined: Mon Aug 29, 2005 8:23 am

Re: How to make angled brushes?

Post by Allanon » Sat Jun 16, 2012 6:57 am

To add a bump and specular map to a texture you must apply a prefix to each texture's filename:

BM0_ = Main texture
BMB_ = Bump map
BMS_ = Specular

For example if you have a texture named wood.bmp then you would rename it to BM0_wood.bmp and the bump map would be named BMB_wood.bmp and the Specular map would be named BMS_wood.bmp. You assign the BM0_ texture when editing your level and the engine will look for associated BMB_ and BMS_ files when the level is rendered.

Read the manual for a more detailed explanation.

Agentbromsnor
Posts: 37
Joined: Wed Jun 13, 2012 6:22 pm

Re: How to make angled brushes?

Post by Agentbromsnor » Sat Jun 16, 2012 3:18 pm

You're awesome, thanks!

User avatar
QuestOfDreams
Site Admin
Posts: 1520
Joined: Sun Jul 03, 2005 11:12 pm
Location: Austria
Contact:

Re: How to make angled brushes?

Post by QuestOfDreams » Sat Jun 16, 2012 3:40 pm

Agentbromsnor wrote: 2) I tried experimenting with a skybox, but I need a lot of sides (left, middle etc.) to make it look convincing. Is there a sky texture somewhere that I can use as an example?
You can get some skybox textures here or you can use Terragen to create your own. (For non-rotating sky boxes)
Agentbromsnor wrote: 3) Also, I tried creating a stairs with brushes but in-engine I can't walk over it. Do Ineed to use the stair-brush for this, or did I overlook something?
No special brush is required but the StepHeight entry in the EnvironmentSetup entity limits the height the player can step up. Increase it if necessary.
Agentbromsnor wrote: Sorry if these things have been asked countless times before, but I thought I might get them out of the way now since I'm still a newbie.
The search feature of the forum is your friend. :wink:

Agentbromsnor
Posts: 37
Joined: Wed Jun 13, 2012 6:22 pm

Re: How to make angled brushes?

Post by Agentbromsnor » Sat Jun 16, 2012 8:03 pm

I tried the bumpmapping feature, and it doesn't seem to work. I made a bumpmap texture, a specular and I also included my original texture. All of them share the proper prefixes, but in game it doesn't show any difference.

I also checked RF's videomode to see if I was running in DirectX7, and I am I so thats not the problem either.

Is bumpmapping even possible? :/

Allanon
Posts: 493
Joined: Mon Aug 29, 2005 8:23 am

Re: How to make angled brushes?

Post by Allanon » Sat Jun 16, 2012 8:51 pm

Make sure you are using RF version 0.76.1, I think bump maps were broke in version 0.76.0

Agentbromsnor
Posts: 37
Joined: Wed Jun 13, 2012 6:22 pm

Re: How to make angled brushes?

Post by Agentbromsnor » Sat Jun 16, 2012 8:57 pm

Allanon wrote:Make sure you are using RF version 0.76.1, I think bump maps were broke in version 0.76.0
Alright, I patched my RF. The result is still the same though: no bumpmaps.

What am I doing wrong? :(

Here's a screenshot to give you some visualisation of what I'm doing:
Image

Uploaded with ImageShack.us

I'm using a simple level made out of a hollow brush, and with a couple of entities (playersetup, playerstart, Dspotlight, light, and a corona for shits and giggles).

Allanon
Posts: 493
Joined: Mon Aug 29, 2005 8:23 am

Re: How to make angled brushes?

Post by Allanon » Sat Jun 16, 2012 9:44 pm

What happens when you run the level? Does it only show the main texture or does it appear black? You won't see bump mapping in the editor. Also post your D3DDrv.log.

Agentbromsnor
Posts: 37
Joined: Wed Jun 13, 2012 6:22 pm

Re: How to make angled brushes?

Post by Agentbromsnor » Sat Jun 16, 2012 11:34 pm

Allanon wrote:What happens when you run the level? Does it only show the main texture or does it appear black? You won't see bump mapping in the editor. Also post your D3DDrv.log.
I only see the main texture in-engine.

I just read through the log, it appears it is still unable to render bumpmaps and some other things. Can you tell what?

Here's the log:

=================================================================
D3DDrv v100.3
Build Date: Jul 14 2009, Time: 01:08:07
=================================================================

Current Date: 06-16-2012
Current Time: 21:20:24

** D3D Driver Initializing **

--- D3DMain_CreateDDFromName ---
Name: Primair beeldschermstuurprogramma
DDCAPS2_CANRENDERWINDOWED : YES
DDCAPS2_NO2DDURING3DSCENE : NO
DDCAPS2_FLIPNOVSYNC : YES
--- D3DMain_GetTextureMemory ---
Ram free: 514676096
--- D3DMain_RememberOldMode ---
--- D3DMain_EnumDisplayModes ---
--- D3DMain_CreateD3D ---
--- D3DMain_EnumDevices ---
--- D3DMain_SetDisplayMode ---
W: 1280, H: 1024, Bpp: 32, FullScreen: YES
--- D3DMain_PickDevice ---
D3DTEXOPCAPS_BUMPENVMAP : YES
D3DTEXOPCAPS_BUMPENVMAPLUMINANCE: YES
D3DTEXOPCAPS_DOTPRODUCT3 : YES
--- D3DMain_CreateBuffers ---
Back Buffer Count = 1
--- D3DMain_CreateZBuffer ---
EnumZBufferFormats: StencilBitDepth>=8... can do 8bit stencil buffer
EnumZBufferFormats: StencilBitDepth>=8... can do 8bit stencil buffer
ZBuffer Depth Available: 16-bit (YES), 24-bit (YES), 32-bit (NO),
ZBuffer Depth: 16, ZBuffer in Video: YES
--- D3DMain_CreateDevice ---
Vender ID = 4318
Device ID = 1058
--- D3DMain_CreateViewPort ---
--- D3DMain_GetSurfaceFormats ---
EnumTextureFormatsCallback: 16, A:0, R:7c00, G:3e0, B:1f / 16, U:7c00, V:3e0, L:1f / 4CC:0 Texture Support Found
EnumTextureFormatsCallback: 16, A:8000, R:7c00, G:3e0, B:1f / 16, U:7c00, V:3e0, L:1f / 4CC:0 Texture Support Found
EnumTextureFormatsCallback: 16, A:f000, R:f00, G:f0, B:f / 16, U:f00, V:f0, L:f / 4CC:0 Texture Support Found
EnumTextureFormatsCallback: 16, A:0, R:f800, G:7e0, B:1f / 16, U:f800, V:7e0, L:1f / 4CC:0 Texture Support Found
EnumTextureFormatsCallback: 32, A:0, R:ff0000, G:ff00, B:ff / 32, U:ff0000, V:ff00, L:ff / 4CC:0 Texture Support Found
EnumTextureFormatsCallback: 32, A:ff000000, R:ff0000, G:ff00, B:ff / 32, U:ff0000, V:ff00, L:ff / 4CC:0 Texture Support Found
EnumTextureFormatsCallback: 16, A:0, R:ff, G:ff00, B:0 / 16, U:ff, V:ff00, L:0 / 4CC:0 Texture Support Found
EnumTextureFormatsCallback: 32, A:0, R:ff, G:ff00, B:ff0000 / 32, U:ff, V:ff00, L:ff0000 / 4CC:0 Texture Support Found
EnumTextureFormatsCallback: 0, A:0, R:0, G:0, B:0 / 0, U:0, V:0, L:0 / 4CC:31545844 Texture Support Found
EnumTextureFormatsCallback: 0, A:0, R:0, G:0, B:0 / 0, U:0, V:0, L:0 / 4CC:32545844 Texture Support Found
EnumTextureFormatsCallback: 0, A:0, R:0, G:0, B:0 / 0, U:0, V:0, L:0 / 4CC:33545844 Texture Support Found
EnumTextureFormatsCallback: 0, A:0, R:0, G:0, B:0 / 0, U:0, V:0, L:0 / 4CC:34545844 Texture Support Found
EnumTextureFormatsCallback: 0, A:0, R:0, G:0, B:0 / 0, U:0, V:0, L:0 / 4CC:35545844 Texture Support Found
EnumTextureFormatsCallback: 0, A:0, R:0, G:0, B:0 / 0, U:0, V:0, L:0 / 4CC:5343564e Texture Support Found
EnumTextureFormatsCallback: 0, A:0, R:0, G:0, B:0 / 0, U:0, V:0, L:0 / 4CC:5548564e Texture Support Found
EnumTextureFormatsCallback: 0, A:0, R:0, G:0, B:0 / 0, U:0, V:0, L:0 / 4CC:5348564e Texture Support Found
EnumTextureFormatsCallback: 8, A:0, R:ff, G:0, B:0 / 8, U:ff, V:0, L:0 / 4CC:0 Texture Support Found
EnumTextureFormatsCallback: 8, A:0, R:0, G:0, B:0 / 8, U:0, V:0, L:0 / 4CC:0 Texture Support Found
EnumTextureFormatsCallback: 16, A:ff00, R:ff, G:0, B:0 / 16, U:ff, V:0, L:0 / 4CC:0 Texture Support Found
EnumTextureFormatsCallback: 0, A:0, R:0, G:0, B:0 / 0, U:0, V:0, L:0 / 4CC:4c4c554e Texture Support Found
EnumTextureFormatsCallback: 0, A:0, R:0, G:0, B:0 / 0, U:0, V:0, L:0 / 4CC:31495441 Texture Support Found
EnumTextureFormatsCallback: 0, A:0, R:0, G:0, B:0 / 0, U:0, V:0, L:0 / 4CC:32495441 Texture Support Found
EnumTextureFormatsCallback: 0, A:0, R:0, G:0, B:0 / 0, U:0, V:0, L:0 / 4CC:5a544e49 Texture Support Found
EnumTextureFormatsCallback: 0, A:0, R:0, G:0, B:0 / 0, U:0, V:0, L:0 / 4CC:31317833 Texture Support Found
EnumTextureFormatsCallback: 0, A:0, R:0, G:0, B:0 / 0, U:0, V:0, L:0 / 4CC:36317833 Texture Support Found
EnumSurfaceFormatsCallback: 32, A:0, R:8, G:ffffff, B:ff000000 Texture Support Found
EnumSurfaceFormatsCallback: 32, A:0, R:8, G:ffffff, B:ff000000 Texture Support Found
EnumSurfaceFormatsCallback: 32, A:0, R:ff0000, G:ff00, B:ff Texture Support Found
EnumSurfaceFormatsCallback: 32, A:0, R:ff0000, G:ff00, B:ff Texture Support Found
D3DMain_GetSurfaceFormats: Unable to find a 888 (24-bit) texture support.
D3DMain_GetSurfaceFormats: Unable to find 556 (16-bit) bump map support.
D3DMain_GetSurfaceFormats: Unable to find 888 (24-bit) bump map support.

--- D3DMain_SetRenderState ---
--- D3DMain_GetTextureMemory ---
Ram free: 505937920

** Initialization was successful **

Allanon
Posts: 493
Joined: Mon Aug 29, 2005 8:23 am

Re: How to make angled brushes?

Post by Allanon » Sun Jun 17, 2012 12:14 am

What graphics card do you have? Maybe is doesn't support bump mapping. Try updating it's driver.

Post Reply