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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Red layered brushes
CrazyMC
General Member
Since: Aug 10, 2006
Posts: 26
Last: Mar 3, 2008
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Friday, Feb. 29, 2008 09:55 am
Hi @all,

searched the forum again and again and did not find any solution or specific topic relating this problem.

I get red color layered brushes in my mp map. Had this a few weeks ago, but one day the color were gone and everything was fine (Did nothing special).

Now they are back... :(

What could be the reason for this?

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elim
General Member
Since: Feb 6, 2004
Posts: 527
Last: Jan 12, 2011
[view latest posts]
Level 6
Category: CoD4 MP Mapping
Posted: Friday, Feb. 29, 2008 10:52 am
did you add any lights to the map yet ?? have you got a grid file for your map yet ? are your worldspawn settings correct ??
do you have a reflection probe ?
just check these first mate
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CrazyMC
General Member
Since: Aug 10, 2006
Posts: 26
Last: Mar 3, 2008
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Friday, Feb. 29, 2008 10:57 am
Sorry, should have posted it in the topic.

Lights are in the map.
Worldspawn is correct.
I have many reflection probes
I have NO grid file, thought it would not be necessary?!
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elim
General Member
Since: Feb 6, 2004
Posts: 527
Last: Jan 12, 2011
[view latest posts]
Level 6
Category: CoD4 MP Mapping
Posted: Friday, Feb. 29, 2008 11:05 am
just do the grid file and select model selects dots mate and run round where that area is collecting dots or put a light grid texture near that place see what happens
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CrazyMC
General Member
Since: Aug 10, 2006
Posts: 26
Last: Mar 3, 2008
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Friday, Feb. 29, 2008 11:42 am
Ok, tried it with a light grid brush and the "collecting points" method, nothing worked.

Reassigning another texture to the brush also didn't work.

And that is not the only place where this "red layer" appears on a brush, there are many on different locations in my map.[ohwell]
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SWS2000
General Member
Since: May 12, 2006
Posts: 193
Last: Jun 14, 2008
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Friday, Feb. 29, 2008 11:42 am
Collecting dots for the gridfile is the hard way, have a look on the wiki how to use the lightgrid textures.
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elim
General Member
Since: Feb 6, 2004
Posts: 527
Last: Jan 12, 2011
[view latest posts]
Level 6
Category: CoD4 MP Mapping
Posted: Friday, Feb. 29, 2008 11:56 am
mass sgt it was a effort at a quick fix for his map.. all i can say m8 it must be the lighting or worldspawn somewhere
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elim
General Member
Since: Feb 6, 2004
Posts: 527
Last: Jan 12, 2011
[view latest posts]
Level 6
Category: CoD4 MP Mapping
Posted: Friday, Feb. 29, 2008 02:12 pm
okay crazy i did some research for you mate this is taken from the infinity ward wiki pages

Why won't Radiant let me edit any verticies on a terrain patch or on curves?
Once you have the verts selected you need to make sure you hold the ALT and Left Mouse Button together while you click move the mouse. You cannot move the verts by only using the mouse.




I compiled my level and everything has a red tint. Why is it doing this?
Anything with a red tint indicates that it doesn't have reflection data. If your entire level is tinted red that means that you probably have not compiled the reflections for the level, or that you didn't have any reflection probes in the level when you tried to compile the reflections.

Reflection probes are very important for the look of all shiny things in the game. Place one per room and one in each distinct outdoor area and additional ones near any especially shiny objects. They use memory but its reasonable to have 10-100 of them.

After the BSP and Lighting have been compiled you will want to compile the reflections for the level. In order for reflections to be compiled properly the level needs to contain reflection probe entities throughout the map. Each reflection probe in the level will produce a cube map for that area during the reflection compile. The reflections used throughout the compiled level use the cube map from the nearest reflection probe entity so keep this in mind when you are placing the probes. The reflection probes use portals to determine which is the closest probe so you don’t usually need to worry about an inside probe affecting an outside model through the wall.

After you have compiled the lighting on your level be sure you have reflection probes placed throughout the level, then use CoD4CompileTools to compile reflections. Now your level should look good, and you should no longer have anything showing up as red.

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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoD4 MP Mapping
Posted: Friday, Feb. 29, 2008 02:33 pm
Basically you shouldnt really have more that 1 reflection probe in a single portalled space. (thats what i get from reading the FAQ)

So, take a look at your portals, or if you havent got any, make some.
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.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Friday, Feb. 29, 2008 02:36 pm
you dont need portals, even if you have more than 1 reflection probe
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