Game Development Community

Exported DIF deoesn't support collision detection ?

by Steven Zhou · in Constructor · 06/06/2007 (1:27 am) · 30 replies

I was trying to use all these tools to export DIF ( with collision detection DTS ). When I fired the gun, the collision works fine. However, my avatar can get through the wall ( the collision doesn't seem to be working ).

Does anybody know about this? Your help will be highly appreciated.
particular:
www.garagegames.com/mg/snapshot/view.php?qid=1480¬e=1
www.garagegames.com/images/ul/4497.difshapecollision2.jpg
Page«First 1 2 Next»
#21
08/30/2007 (11:11 am)
Okay guys, here's how I've managed to make it work so far:

1.) Save you csx file as a MAP format source file.
2.) Export the MAP format source file, using "Export to DIF..."
3.) Then save the MAP file back as a csx format file.
4.) You can now add in the baked in DTS's, etc. and it will export fine through "Export to DIF...", even with all of the proper collision data.

Kelly, I know that you mentioned similar steps above, I thought I would just outline exactly step-by-step what I found to fix the issue. Another couple of things I did to make sure the export went correctly is remove all of my constructor lights and I removed all unnessecary (extra) portals....

So far, I am happy with the overall results that I am getting. The only downsides with this workaround is that 1.) you must have all of your geometry set up as a MAP format file before you ever add in any DTS meshes, etc. and 2.) I haven't been able to find a way to use constructor lights and have it work correctly (which I haven't tested this thoroughly, so someone might have extra suggestions about that.) I am using light objects within TGE itself to light my map.

Hope this helps, and I'm open to better suggestions!!!

-Jason
#22
08/30/2007 (5:51 pm)
Jason, I'm getting a "not found" from your link. Did you remove the example? I wanted to test it...
#23
08/30/2007 (6:42 pm)
Adib,

Sorry, I did remove the link because of it being an actual part of my level and didn't want to stick my neck out too far, so to speak. Also, the sample I have now works great because I've already exported from the map file (as per my instructions above) and resaved as a csx file. So, it will work as designed.

Sorry about that! :(
If I can help in any other way, let me know. Sorry about that again!

-Jason
#24
08/30/2007 (7:39 pm)
Hehe, no problem. Just trying to help. Hope it goes on not happening to me.
#25
09/04/2007 (4:06 am)
........T_T........
TGEA is OK....
TGE....IS NOT sustain.....

waht time for TGE and TGEA all is OK?????

BUT...I crying for you see!!!!!!....T_T......
#26
09/05/2007 (6:38 am)
This is an issue documented and with a work around on the Constructor 1.0.3 issue list. please read the collision issue on how to fix this.

http://www.garagegames.com/mg/forums/result.thread.php?qt=66790
#27
09/07/2007 (12:29 pm)
I have a list of Torque art content exporter work around, and it grows every day. I know for a damn fact if i was aware that Torque's art content path was riddled with this much HELL, i would have spent extra money and purchesed an rendering engine that actually supported all the functions advertised. Im sick of switching exporters(DTS and DIF) around every time i need a feature, or preforming complex time wasting work around fixes, or changing my game design to work with buggy exporters.
#28
09/07/2007 (1:17 pm)
Not what you want to hear, but you could switch engines.

If you are looking at other engines, A7 will probably get you the furthest as it supports .map files and has exporter for a number of modeling applications. I don't believe Lawmaker has a .map import option yet. I know it is on board, though, or at least it was a while back. You could use Ultimate Unwrap to convert them to a mesh format for engines such as Unity, BeyondVirtual, etc. Or you could go the GPL'd Quake 3 way as well. There are ways to save your project, since you've been working hard on it for some time now. It would definitely add to the timeline for completion, but it might be completed instead of banging your head against Torque the way you have been.
#29
09/07/2007 (3:20 pm)
When it comes right down to it, OTHER then art content creation and importing into Torque; There just simply is not any better as in flexible and easy to modify engine for the same type of price and use-license. Im constantly amazed at what some clever programing can get out of Torque.

The only one Simple thing that nudge my emotional well being is how darn difficult it is to get DTS and DIF INTO Torque. As an example, for DTS i have one exporter that allows all of the supported texture-material types, another exporter that allows SOME of the animation types, and yet ONE more that works best with COL and LOScol meshes( without allot of linking node hassle...). But I have not found any ONE of them that will do it all. Same for DIF, one exporter for complex geometry, one for good looking lights, and a handful of other exporters for when the first two will not work correctly.

Other then the above, I truly do enjoy working with Torque.
#30
09/17/2007 (11:47 pm)
@Paul Ash,

No, you didn't find a workaround yet. Try to work in a DIF with multiple zones. Use the .MAP format and map2dif_plus.exe. Then save it as CSX and do an Export to DIF...

Now, walk thru the zones and take a look around. You'll see a mess that seems to be caused by a leak (the same as when you walk out of an old Doom map). It's probably caused by one of those 0,00000001 losses of precision, but I don't know.
Page«First 1 2 Next»