Need some help with textures!
Need some help with textures!
Howdy, i'm a bit new around here but this looks like an ace engine
So i'm quite used to map making and the like (ive been using worldcraft for 5 years) but i'm stuck with the RF editor I don't have the first clue how to import my own textures! And i can't find much information about it anywhere.
Could someone please enlighten me on what restrictions i need to follow when making textures and how to actually import them into the engine.
Oh and how hard would it be to make my maps in worldcraft and then transport them over the RF?
I would also like to know how to set my game to run at 640x380 windowed each time i compile.
And urm, how would i go by making hotspots then if the player was to press a key at it would display a message.
kind regards,
-Chicky
So i'm quite used to map making and the like (ive been using worldcraft for 5 years) but i'm stuck with the RF editor I don't have the first clue how to import my own textures! And i can't find much information about it anywhere.
Could someone please enlighten me on what restrictions i need to follow when making textures and how to actually import them into the engine.
Oh and how hard would it be to make my maps in worldcraft and then transport them over the RF?
I would also like to know how to set my game to run at 640x380 windowed each time i compile.
And urm, how would i go by making hotspots then if the player was to press a key at it would display a message.
kind regards,
-Chicky
- QuestOfDreams
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Textures for levels need to be packed in a .txl file. To create such a file you can use the rfPack utility in the tools folder. It will accept .bmp and .tga files, just drag and drop them into the list of textures. The size of textures must be a power of 2 and they should be square (32x32, 64x64, 128x128, 256x256...)
In RFEdit Pro go to Project->Level Options and browse for the texture library (.txl file) you created with rfPack.
You should be able to transfer levels made in worldcraft via the .map format, but you will probably have to retexture the geometry.
To run in windowed mode open the RealityFactory.ini file and change
the following entries
FullScreen=false
Width=640
Height=480
For the messages use a Message entity combined with a Trigger entity (see docs for details)
In RFEdit Pro go to Project->Level Options and browse for the texture library (.txl file) you created with rfPack.
You should be able to transfer levels made in worldcraft via the .map format, but you will probably have to retexture the geometry.
To run in windowed mode open the RealityFactory.ini file and change
the following entries
FullScreen=false
Width=640
Height=480
For the messages use a Message entity combined with a Trigger entity (see docs for details)
you have to use an editor other than rfeditpro to correct the texture coordinates. i believe QuArK will do this automatically if you just import the file then save it as .map.
Also, a note, it is illegal to use Worldcraft (Valve Hammer Editor) 3.4 and above with a non-Valve game, so if you have 3.4+ you might want to grab 3.3 instead.
Also, a note, it is illegal to use Worldcraft (Valve Hammer Editor) 3.4 and above with a non-Valve game, so if you have 3.4+ you might want to grab 3.3 instead.
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
- QuestOfDreams
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- Location: Austria
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I tried, RFEditPro wont let you, it just says invalid value and wont change it. The other RF editors dont do this.
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
Get World Edit off of http://www.realityfactory.info/cms/inde ... el-editors, go edit/select/all/faces, open the face editor, click 'default', all will be well.
tutorials http://terrymorgan.net/download.htm
the 'worldeditor' tutorials.
RFFAQ http://terrymorgan.net/rffaq.zip
tutorials http://terrymorgan.net/download.htm
the 'worldeditor' tutorials.
RFFAQ http://terrymorgan.net/rffaq.zip
- QuestOfDreams
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- Posts: 1520
- Joined: Sun Jul 03, 2005 11:12 pm
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Strange, will have to look into it if I find the time...I tried, RFEditPro wont let you, it just says invalid value and wont change it. The other RF editors dont do this.
Working on lighting now, i might aswell ask how i set the ambient light?
Ambient light can be set in the compile dialog (Default Light Level)
It seems like your spotlight is pointing towards the ceiling, you might adjust the direction, as well as its intensity. Also reduce the lightmap scale on faces that need more detailed shadow (but be careful because a smaller lightmap scale increases the polycount in your level)That's my map so far, i tried adding a spot light at the top but it doesnt seem to have any effect on any of my objects in the room. Why's this?
How would i go by acieving such lighting as Tabulanis does?
1) as mentioned above, for more detailed shadows, reduce the lightmap scale
2) Tabulanis uses a lot of actors instead of world geometry with lighting baked directly into the textures
it's in face properties, and i believe you can also do it in the level options box.
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085