I was just wondering, well I know that it was already announced that levels (bsp files) made in RF will work fine in RF2 but will the new level editor be able to apply new effects/entitys to the old levels? What I mean is that say I make all the levels of the game and then when RF2 comes along Ill want to 'update' them to take full advantage of all the new features and abbilitys of the new engien (like adding bumpmaps and all that jazz) well will this be possible??
My second question is about the textures that the new level editor will support, will we be able to use textures of higher rez than 256x256? I know we can already use 512x512 but the editor doesnt like that, also now that well be taking advantages of GFX cards (and since I think on average people will have a min of 1gig ram by 2010) mabey we could now use higher rez textures?
So I think my question overall is what new advances and how much compatability do you expect there to be with the new RF2 editor?
Levels compatability, and texture resolutions (RF2)
The plan is to actually be able to import the .3dt files, with full compatibility for the blocks that make the level up etc. So yes you could import one and "modernize" it, though it might not be quite as optimized as a native RF2 level, but then it might - I do not know, I have barely begun prelim work on the editor.
Yes, there is no built in hard limit for textures, but I have used 1024x1024 textures in it easily.
So overall answer: I don't know yet.
Yes, there is no built in hard limit for textures, but I have used 1024x1024 textures in it easily.
So overall answer: I don't know yet.
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
Well thanks for that
Im very happy with the 1024x1024 textures, i think ill do two textures for each one, one low res for now and one high rez (like 512x512 or if its big then 1024x1024) for RF2 and with the levels well im happy with the way RF1 levels look and so I think thats fine, and I suppose i can always make some of the levels again in RF2 if some of them 'need' it...
Thanks
Thanks
My Deviant Art - http://black-crusader.deviantart.com
Yeah. Again, it -might- be perfectly native. I just don't know. The speed difference might not matter too much. I have been pushing 160,000 polygons in RF2's engine without the scripting added, all dynamically lit (no lightmaps!!), 4x antialiasing at 25fps on a $30 video card. This is a VERY fast engine anyway (though scripting slows it a bit).
Again, 1024x1024 isnt the limit; it can also handle 2048, 4096, etc perfectly if your card does.
Again, 1024x1024 isnt the limit; it can also handle 2048, 4096, etc perfectly if your card does.
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
OMG! those numbers sound fantastic!! And on a low end card!!! I really think you found a definate keeper with this engien andy! And its completely free!!! Sounds fantastic!
My Deviant Art - http://black-crusader.deviantart.com