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Constuctor 1.0.3 missing collison

by Adam Wilson · in Constructor · 08/03/2007 (6:36 am) · 26 replies

I made a simple box and hollowed it out and added a door with a portal.. I was excited to see that if you had no lights that it was dark but soon became sad when I walked right threw the walls.. I added a light and still could walk threw the walls.. here is the files if any one would like to look at it and see if you could tell me why it isn't working untill then back to 1.0.2 (sad)

Small Room Bad Collision
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#1
08/03/2007 (7:02 am)
Add to the collisions it looks to be JUST THE PLAYER.. Vehicles and projectiles seem to have no problems with it at all..
#2
08/03/2007 (7:04 am)
I have found that I have to shut down the scene and re-load the file before exporting, or I get bad collision almost all of the time even with very simple levels.

I don't know if this was a problem in 1.02 --- I had bad collision there as well, but didn't try reloading the .csx file to fix it.
#3
08/03/2007 (7:20 am)
That worked and it didn't work.. What I mean by this is that the front doorway walls are the only thing that had the collision working on it but then when I did the suggestion from Jay Bernson (Thanks) if fixed the walls and floor that didn't have the collision working on it and the Doorway walls collision stooped work..

Lighting
1- Player stays black even if there is a light is the zoned area?
2- I noticed that door ways and windows will not have that nice light outline from the sun will this ever get back into the build for zoned areas it adds to the scean if the light can cast its rays onto the floor or walls?
#4
08/07/2007 (7:01 am)
Is any one else having problems when they Export to DIF and there collision on some of there brushes not working? TGE
#5
08/08/2007 (12:22 pm)
Sorry I didn't find your thread yesterday Adam. I would have posted here.

I did try and reloading it as .map and as .csx with no such luck. (as Jay said reloading before export)
Also, I reloaded the file into the engine. Seemed to cure my collision problem. So maybe the engine just didn't read everything correctly the first time.

What is the purpose of using portals besides light zoning? I have made the same dif with portals and without and it really didn't make any difference.

I took a look at the lighting demo provided with starter.fps and you can take out all the lights and set up that cave interior as you would any normal dif. It didn't have any "light leaks" and it didn't rain inside.
But then I looked at the orc tower. I found a few in it. Very few. Like maybe a total of three when you are moving around with the mouse. So I'm beginning to think it isn't so much a lighting problem as it is an exporting or creation problem.

I know none of those where made with Constructor. But I did read a post somewhere that said you need to make everything in Constructor "mathematically correct." I can't find that thread and I don't have a clue who posted it. But maybe it is me the creator, not creating things properly. Have you guys heard of any methods or anything by which to create something in constructor? I'm at a loss here and am thinking about just spending the money for something better.
#6
08/08/2007 (1:57 pm)
Same problem with exporting and collisions in-game:

=======================
Constructor Version: 1.0.3
Date: 2007/08/08 13:55:13

Detail Level 0

Zones: 1
Points: 145
Surfaces: 97
Null Surfaces: 0
BSP Nodes: 118

Textures From Brushes:

REDDARK
WOOD084
WHITE

Static Meshes and Textures:

-- None --

Save to Map, CSX, then DIF didn't solve it. Character walks right through now. Same model worked from last version, only loaded into constructor to change a material...
#7
08/08/2007 (2:35 pm)
Did you close constructor down and load you newly saved CSX and then export to dif.. not saying that it will work but it might..
#8
08/09/2007 (10:20 am)
I didn't try that, but I did select the entire object, selected the collision option in the object properties, exported, collision worked....
#9
08/09/2007 (12:14 pm)
I exported an object with protals and had the collision problem, but when I exported an object without portals collisions were fine.
#10
08/09/2007 (12:15 pm)
Kelly's comment made me think of this.

You can export your DTS with your interior, but they don't have any collision detection. I selected the DTS and tried the collision option and structural option. Neither one worked. Any ideas?
#11
08/13/2007 (3:28 am)
Does your DTS have a collision box on it?
#12
08/13/2007 (6:03 pm)
I would say no. Is it created when you export it from (well in my case) milkshape? Which I'm not familliar with.
#13
08/14/2007 (6:22 am)
I don't know about milkshape but max and blender you have to module a convex mesh for a collision mesh and I can only assume that you are going to have to do that for Milkshape as well.
#14
08/20/2007 (10:48 pm)
When I had This problem, I edited the export feature,

File > export > Edit Export Configuration, and changed the map_2dif_Plus to map2dif_DEBUG "I Forgot where I got it, but it works with the collisions"
#15
08/28/2007 (2:35 pm)
Some progress, I reinstalled Constructor and had much much better results on my exports. Also, the textures were not butchered or had wierd holes all over the place. I noticed that for Difs created under "0" on the grid plain in constructor will have issues with collision detection. That is, you'll fall right through the floor if it any part of the flooring in your dif is a negitive of that plain. Doesn't happen all the time though, kind of odd. Might check to see if if you're on the negitive of the X,Y,Z to see if that helps with collision detection.

I did figure out the collision mesh on Milkshape as well. Thanx Adam.

Still can't export as map_2dif_Plus

Also, I found a resource/fix for the rain collision detection. I was thinking maybe that could help out with the light or maybe give someone, better at Torque than I, a good lead into fixing collision problems with Difs from constructor.

http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3647
#16
08/28/2007 (2:57 pm)
I solved the problems i was having with this by turning off "hidden surface removal" in the export prefs. might work for others for now (untill this strange bug gets fixed in a newer release).

Neil
#17
08/29/2007 (6:46 am)
TGEA 1.0.2 demo and constructor 1.0.3 lost all collisions on floors 2,3,4 and walls on floor 1.. but i have collision on the floors of floor 1. interesting..
#18
08/29/2007 (7:00 am)
Did you perform any carving or hollowing operations? That's usually where I've seen the collision go wonky.
#19
08/29/2007 (7:11 am)
Yes I used the Nife and slice Tool along with the CSG Subtract tool but the only collision is the bottom floor and that had been Nifed and Sliced all to heck and it is the only thing besides stairs that have collision some of the walls that were made as primitive brush (never been touched after creation) is missing its collision. I relay would just like to have a way to make DIF's with out all this headache's (this is the biggest down fall off the 2 game engines TGE and TGEA) and I know that Constructor was going to fix all this.. (frustration on top of frustration)
#20
08/29/2007 (7:18 am)
You could use Quark or 3D World Studio or DeleD or the GPL'd Radiant if Constructor's giving you a headache.

EDIT:
Do you have overlapping brushes with the ones that are having issues?
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