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Static mesh not included when using map2dif plus

by Roi Hojgaard · in Constructor · 07/28/2007 (1:54 pm) · 4 replies

Hi

How can I get the static shapes to be included in the export, when I export using "File->Export->Torque Game Engine (map2dif plus)"?

Thanks

#1
07/30/2007 (6:42 am)
I do not believe you can because map2dif_plus does not include support for static meshes. That is a constructor only feature that is built into the internal DIF support. Perhaps a map2dif_plus will be released with such support, but I think they are trying to move away from the legacy map2dif codebase and work with the features they are rolling into Constructor.
#2
07/30/2007 (9:16 am)
Ok, thanks for the info.
#3
07/30/2007 (10:18 am)
There is a trick though, that was described to me, for placing objects in the same place as you have them in constructor. I don't know if it still works but you can try.

Quote:
First, I should mention that this will only work with Constructor 1.0.2 or with map2dif.

What you will want to do is to place a "game_entity" entity in your scene ("game_entity_unused" if you are using map2dif) and set its game_class as SpawnSphere and its datablock as SpawnSphereMarker.

Now, when you load the DIF into the engine it will have a reference to this entity but it won't automatically instantiate it.

What you will need to do is to open up the mission editor and click on the Interior and see what its object number is (should be beside it in the tree view or near the axis gizmo in the 3d view). Then drop down the console (~) and type in .magicButton(); (replacing with the number you just found of course).

At this point you should see it drop a new SpawnSphere into the mission right where it was positioned as a "game_entity" in Constructor.

You would then look at the object id of the DTS you wish to match to the SpawnSphere position/rotation and at the new SpawnSphere's id and put this into the console:

.setTransform(.getTransform());

and it will match it up exactly in place. Be sure to save your mission (your choise on whether or not to delete the SpawnSphere...since it isn't in the PlayerDropPoints SimGroup the Player won't attempt to spawn there).
#4
07/30/2007 (1:55 pm)
Thanks, I will check it out.