Torque Game Engine (map2dif_plus)... ...but the shape doesn't show up when I import the DIF into the World Editor. "> DTS baked in DIF... | Constructor | Forums | Community | GarageGames.com

Game Development Community

DTS baked in DIF...

by Tobias Niva · in Constructor · 05/30/2007 (4:23 pm) · 20 replies

Can't seem to get this to work.

I imported the "testcube" from the Constructor's staticshapes-folder into a scene, export it by Export>Torque Game Engine (map2dif_plus)...
...but the shape doesn't show up when I import the DIF into the World Editor.

I even put the shape in my interiors folder with textures used (even though I don't think this is necessary)

I use Constructor 1.0.2 and TGE 1.5.2.

Thanx
Toby

PS. I recall some post about performance issues by baking DTS's in DIF's....but I can't seem to find this post now of course.
Anyone who has experience/opinions about "baking"?!

#1
05/30/2007 (5:58 pm)
Map2dif does not support static meshes.
#2
05/30/2007 (6:30 pm)
Thanx Matt!

Think I got used to export via that one - since the "direct" Export DIF... wasn't really "stable" before (pre Constructor 1.0.2) regarding mirrors and portals.

Anyways - and I don't get collision on the shape. Is this a known issue?

/Toby
#3
05/31/2007 (1:28 pm)
It needs to have a convex collision mesh in order for collision to work. Alternatively, you could just build a brush around it with a NULL texture but it might not be as easy to work with.
#4
05/31/2007 (1:38 pm)
Ok. Good to know. Thanx again Matt.

Cheers
#5
05/31/2007 (6:58 pm)
I would like to ask when the baked in Static meshes (dts) will work with TGEA...is there a time or general eta on when we can expect that to work?

Also, is their any plans to create the ability to manipulate the UV display directly rather than through the spinners (think Maya or Max UV coordinate tools)?

Andrew
#6
06/01/2007 (9:15 am)
@Matt

Are you sure that collision on DTS shapes is working in 1.0.2? I have yet to find any DTS shape that recognizes collision when baked into a DTS since Constructor 1.0.0. I just set up a simple room and used the DTS pipes that ship with Constructor and the 3D TGE logo in the tutorial.base folder and am able to run my player right through them in tutorial.base. The same this happened with Constructor 1.0.1 and I thought it might be fixed in 1.0.2. Is it possible that I'm exporting the DIF improperly?

Also, I've tried using a world brush set as Collision with a NULL texture on it and Constructor which has crashed several times, but when it does work, I get odd shadowing issues where in certain lighting, the NULL collision brush shadow shows. Is there a way around this?

Currently, I'm using Constructor 1.0.2, TGE 1.5.2 tutorial.base unmodified, and am exporting my DIFs by simply using the "Export as DIF" option in the menu.

Thanks!
#7
06/01/2007 (1:00 pm)
Hmm...it seems you are right...there does appear to be a bug =(

As a workaround for now if you really need collision with your static mesh then disabling HSR appears to be exporting them correctly.
#8
06/01/2007 (4:30 pm)
Ok...got the bug fixed...it was pretty minor (also cleaned up little memory leak while I was in there).

I'll give new builds to the QA team on Monday for some quick tests and hopefully will get you an updated version sometime early next week.

Thanks!
#9
06/05/2007 (3:00 am)
Looking forward to the new build ;-)

BTW - How is the collision handling on baked DTS shapes supposed to work? Is the shape converted into brushes in the export? In which case, it should be handled just as if we had created it with brushes. Does the exporter apply an analog of the brush with null mesh trick? Is the DTS' collision volume carried over? Or are there no collision volumes with DTS shapes unless we manually create a using null brush.
#10
06/05/2007 (1:07 pm)
When you load the DTS it attempts to convert any *convex* collision meshes into NULL textured detail brushes which are later used to help generate the collision bsp tree (used for ray cast collisions) and the convex hulls (used for GJK and poly collisions). You should be able to see the exported collision surfaces in the Export preview (with HSR disabled in 1.0.2).

If you don't have any convex collision meshes on the shape then you will have to build some NULL textured brushes to go around them in Constructor.
#12
07/13/2007 (5:10 am)
You should add null texture brushes to the TSshapes.
#13
07/16/2007 (9:36 am)
I can't get any of the dts objets to show up ingame (TGEA/titas)
They show up fine in showtool and constructor.
I export as dif, but only brushes show up ingame or it crashes when i place it.
(I don't use collision boxes yet)

Could someone please help me with this?

Peter
#14
07/16/2007 (2:17 pm)
Peter have you been saving your your project at csx first? If you save as map the file will loose all of the dif info.
#15
07/17/2007 (3:47 am)
Thanks for the reply timmport :-)

Yep, experience have taught me so, -but didn't know that could affect the outcome.

I've tried about everything;
put all dts and textures in default constructor folders, opened it , saved as csx and exported to client constructs folder: nothing happens when i try to open it in the world editor creator.

I tried to put all files into client folder and import the dts from there, save the csx there and export the dif there; same result, nothing happens.

-the path to the dts. is correct in the dif logfile.

Have I missed something out when i open the static mesh in constructor? -Tobias talked about "baking" it into the scene...

Peter
#16
07/30/2007 (3:09 am)
Hi, same problem here.

DIF works correctly, DTS no.
Scene was saved as CSX before exporting for TGEA (1 csx, so no LOD).

Dunno, like Peter, how to do now.
Luca
#17
08/01/2007 (2:51 am)
Peter Pedersen & Luca Deriu :

Baked-in DTS shapes isn't supported by TGEA yet. This feature is however rumored to be included in TGEA v1.0.2

[edit] sorry, went ahead of myself with the version no. :) [/edit]
#18
08/01/2007 (7:00 am)
I hope it will be included soon.
I know DIFs are better managed than DTS, but modeling in 3dsMax (expecially UV editing and spline modeling) is quickest than Constuctor.

Personally we are loosing more time understanding how TGE(A) works, instead of building a good game. We are sure TGEA is a good engine, but time is money here and as producer I'm starting to be scared.

Isn't there a complete PDF or CHM about the engine? we spend lot of time searching on forum (and some time we know that some features aren't working yet, differently on what is written in features list).

Btw, thanks a lot Jorgen
#19
10/26/2007 (12:02 pm)
I just got the exporter to work with the DIF and Baked static DTS's. I also get bad collisions and missing faces. That is unless I copy all the brushes and paste them in place. Change the cloned brushes to type Collision and export.

When I do this, all collisions are perfect to include collisions on the baked in static DTS models. The missing faces are also fixed. This has only been tested a few times, but seems to work.

Is this how everyone else is doing it? Am I doubling the face count by doing it this way?
#20
10/26/2007 (5:20 pm)
You can disregard my last post. The method that I thought was working was only working because the test room I made didn't use boolean subtraction. Also, the DTS models only have collision if they're ones I exported with max. Milkshape exported DTS models have collision, but it seems only at the center of the mesh or this may be random.