Contents
Full Dark
Full Dark bakes a face black. Lights, the sun, bounce and emissive faces do not brighten it. Use it where a face must stay dark whatever lights you place near it.
Where to find it
The Full Dark box in the Flags group of Face Properties, under Full Bright. Select faces in Texture mode (Shift+T) and choose (Ctrl+P).
How to use it
- Select the faces in Texture mode and open Face Properties.
- Tick Full Dark.
- Click OK.
- Choose (Shift+L). The faces turn black when the bake finishes.
The box has three states. Ticked sets Full Dark on every selected face. Cleared removes it. Grey leaves each face as it is, and shows when some of the selected faces have Full Dark and others do not.
Set Full Dark on faces of built geometry. On a brush you have just made, rebuild the geometry first (Space, see Rebuild Geometry): RED+ keeps the mark by the face's ID, which a face gets when the geometry is built, and a mark on a brush that has not been built yet can be lost when you save.
What it does
- The bake fills the face's lightmap with black.
- Lights, the sun, bounce and emissive faces do not brighten the face.
- Full Dark takes priority over Emits Light: the face gives off no light. See Emissive Light.
- The black is in the lightmap, so the face looks dark in the editor and in the game with no special support.
- Until the next bake, the face keeps its old lighting in the viewports.
- Dynamic lights in the viewports do not change its brightness.
Saving
RED+ keeps the Full Dark mark in its own section of the level file, which other programs skip, and restores it when you open the level. The face itself is saved exactly as Red Faction's own editor saves it, so levels that use Full Dark load in Alpine Faction 1.4. See Which game plays what RED+ saves.
The section also records where each marked face is. When RED+ opens a level that another editor has changed since RED+ saved it, it puts each mark back on its face, and drops a mark whose face is gone. The log window says how many.