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
Small Room Bad Collision
About the author
#22
08/29/2007 (7:33 am)
David Blake -- no to your EDIT I do not have overlapping brushes.. I am shore I would have a few but not as many as the walls as I have that I can run threw "EVERY ONE"..
#23
EDIT:
I would be more than willing to send the CSX file if any one out there would like to have it so the problems can be fixed.
08/29/2007 (7:35 am)
And side note some of my rooms after I inter them go to the NULL texture color all but the player.EDIT:
I would be more than willing to send the CSX file if any one out there would like to have it so the problems can be fixed.
#24
And you're right about each tool having its quirks, but some tools are more battle-tested than Constructor. Quark has been used to great effect for a long, long time. Some people hate its interface, but it works well. You lose baked-in DTS objects with it or the others, though. But if you're not working with them anyway, it is a small loss. 3DWS has some issues, but most of them have been fixed. I do find some people who can't get anything out of it, which strikes me as strange because I have not had such a problem. One version screwed up texture placement, but that was fixed quickly. Otherwise it is stable. You can even use Conitec's MED and save a .map file and then use map2dif. Radiant is a bit more tricky in that you have to make sure that it doesn't use any curves. Then compile using map2dif_plus and the -q3 option.
I've used all of these. I've also used DeleD and GameSpace's two level export tools. Any of them can be used. The Lightwave .map exporter is not nearly as friendly. I haven't used Game Level Builder, but I do know that texture data is not retained.
EDIT:
Do a search for "flipped faces" to see if anything comes up. It seems that someone had a fix for the NULL issue that you're mentioning.
08/29/2007 (8:00 am)
It would be best to send it to Matt Fairfax. If it is a complex interior, then it will take a LOT longer to debug, however. I sent a very simple and reproducable example to him, but it was mainly a subtract example as that was the only tool that I used and it did it each time I tried it.And you're right about each tool having its quirks, but some tools are more battle-tested than Constructor. Quark has been used to great effect for a long, long time. Some people hate its interface, but it works well. You lose baked-in DTS objects with it or the others, though. But if you're not working with them anyway, it is a small loss. 3DWS has some issues, but most of them have been fixed. I do find some people who can't get anything out of it, which strikes me as strange because I have not had such a problem. One version screwed up texture placement, but that was fixed quickly. Otherwise it is stable. You can even use Conitec's MED and save a .map file and then use map2dif. Radiant is a bit more tricky in that you have to make sure that it doesn't use any curves. Then compile using map2dif_plus and the -q3 option.
I've used all of these. I've also used DeleD and GameSpace's two level export tools. Any of them can be used. The Lightwave .map exporter is not nearly as friendly. I haven't used Game Level Builder, but I do know that texture data is not retained.
EDIT:
Do a search for "flipped faces" to see if anything comes up. It seems that someone had a fix for the NULL issue that you're mentioning.
#25
09/11/2007 (11:18 am)
I have built multiple "buildings" and have NEVER used the hollow, knife, or any other funky tool. Just simply created cubes, grabbed faces to get my shape, and duplicate for my walls, floor, ceiling, etc. I have not been successful in having my collision export correctly when portals are in the scene either. And yes, I've closed and reopened Constructor too.
#26
09/11/2007 (4:04 pm)
Portals do not seam to be functional in any version yet. Side note.. I sent matt fairfax an example map with the disappearing areas for him to check.
Adam Wilson
Thanks for your help I really do appreciate it.