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Goober Posts: 295
Joined: September 11, 2009, 19:58
Posted: December 13, 2009, 15:20
Post #1
Edited by Goober at March 21, 2010, 17:33
dziarsky Posts: 9
Joined: October 8, 2011, 10:06
Posted: October 8, 2011, 10:30
Post #2
I see you have some modyfied red editor (for exp. run map button on top bar).
Can i ask you where i can find this verison of editor?
ps. If you keeps link to more red fitures i will be thanks full for sharing it.
Tkanks.
Maps developer - 2002-2008.
nick Posts: 139
Joined: September 11, 2009, 17:10
Posted: October 8, 2011, 10:37
Post #3
Quoting dziarsky
I see you have some modyfied red editor (for exp. run map button on top bar).
Can i ask you where i can find this verison of editor?
ps. If you keeps link to more red fitures i will be thanks full for sharing it.
Tkanks.
The modified editor is called "REDPF" and is installed automatically with PF. If you installed PF correctly you'll find REDPF.exe in your base RF folder.
dziarsky Posts: 9
Joined: October 8, 2011, 10:06
Posted: October 8, 2011, 11:02
Post #4
wa wa wee wa
Right, it's there
.
Thank you.
Maps developer - 2002-2008.
ice Posts: 134
Joined: November 11, 2010, 5:03
Posted: October 8, 2011, 12:45
Post #5
Posted: October 11, 2011, 6:09
Post #6
One question why do you think it's a bad idea to move "
player start". I've never had a problem with it then again I never moved it inside a wall or floor. I always used it to play the level without having to start a multiplayer server. You know in case I die while doing geo..You know to test that the map to see if it was going to crash from full geo.
This is my second post in these forums so I am really just curious, not arguing just asking. Shot, I don't think I even remember how to use the editor. Its been too long.....
BTW good video, explains it very well.
Edited by NoClanFrank at October 11, 2011, 6:13
Goober Posts: 295
Joined: September 11, 2009, 19:58
Posted: October 11, 2011, 19:55
Post #7
The reasons I say to never move the player start:
*Hitting home to reorient the camera is pretty much the only way to ensure that objects such as clutter and items in single player are correctly grid aligned, and if you reposition the player start, odds are it's going to be off-grid.
*New mappers tend to place "Player Start" because that's what spawn points are called in other engines - then they wonder why the home key no longer takes them to the center of their level.
*It ensures when you're looking at maps in the editor (and loading groups between different files) that the origin is always visible - so you at least have a partial idea of where a group will be when you load it into a different level file.
Also, testing geo stability in SP is useless as MP and SP have different physics properties and "crash conditions".
PS. As a general rule, if you have to be worried about geo crashing your map - you're doing something wrong already and should fix that instead.
Edited by Goober at October 11, 2011, 19:55
Posted: October 11, 2011, 23:59
Post #8
I guess it makes sense. I never tried doing a single player. Never had a map crash on me. The way I always tested it was just to dig a tunnel until the geo ran out. If the geo ran out and it didn't crash I was pretty sure that it wasn't going to crash in multiplayer. The reason I really only (or should I say mostly) tested the levels in single player mode was because of
bighugmug It allowed me to reload on rockets much faster without actually having a rocket at hand.
Edited by NoClanFrank at October 12, 2011, 3:26
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