Using Tim Aste: Combo Pack With TGEA
by j1mel · in Torque Game Engine Advanced · 08/25/2007 (7:48 am) · 6 replies
Well I had no problems getting them into TGE but when trying to put them into TGEA it crashes the World Editor and I looked over the forums and see a few posts about the error basically leading me to open them in constructor and export them into new compiled versions. Which works, but thing is like for example I was trying to get the church model to work and the problem is when loading it into constructor it gives the warning about 77 brushes that are malformed and cannot be loaded. Thus when I export the model in game some of the roof is missing etc where Im guessing these burshes would fill in.
Any thoughts on how to get them working would be appreciated.
Any thoughts on how to get them working would be appreciated.
#2
08/25/2007 (7:36 pm)
QuArk seems to be giving me alot of problems trying to get it to export, has any1 been able to get the models to load into constructor without missing brushes?
#3
08/25/2007 (9:05 pm)
These models have been an issue from the start. I have a thread about them two years ago in the forums here someplace. While most of them will run on TGE, if you import them into TGEA (or constructor) they will result in missing faces and very bad performance, or crashes altogether. It's odd because they work fine in TGE the way they were exported there. There really should be a disclaimer or something on teh product page, because 75% of these models are unusable in TGEA.
#4
Than imported them into constructor to make a dif for TGEA.
That worked.
Unfortunately that only worked with an older 3D World Studio-version.
08/26/2007 (6:52 am)
I did import them first in 3D World Studio from Leadwerks and made then an export.Than imported them into constructor to make a dif for TGEA.
That worked.
Unfortunately that only worked with an older 3D World Studio-version.
#5
08/26/2007 (10:28 pm)
Yeah, I had the same problem when I tried to bring them into Constructor, and in TGEA. EX. Missing brushes and crashing the WE in TGEA. I havent really figured it out yet. So we are in the same boat here. Next weekend, I will be looking into methods of getting them imported into constuctor. We might have to open them up in another program and export them back out.
#6
08/27/2007 (5:48 pm)
Well I did import the in the hammer editor and export them using both map2dif plugins in constructor. But they still crash the world editor when trying to import them. Seems the only time they dont crash the world editor is when I open them in Constructor and export them as legacy difs. But no good since theres still the missing brushes from loading them in Constructor.
Torque Owner Stephan - viKKing - Bondier
There are no problems using QuArk to open such models.