Constructor 1.0.3 Issue List
by Paul Ash · in Constructor · 09/02/2007 (9:08 pm) · 66 replies
Ill be adding all of this to the constructor Wiki as soon as I have some free time
1. Vanishing lights
Lights will randomly vanish inside of the constructor, but the light they create will remain, this issue is easily worked around by saving and reloading your file
2A. Collision Randomly not working
This issue took me a whole day to find all of the problems that where creating it, for one, Export to dif can be unstable but will work some of the time The most annyoing and hardest to find. Sometimes random walls will not work, this is fixed by saving your work and reloading then you must export before you even click anything else, this will fix the issue, another issue that will make collision not work at all is the hallow tool, it has as many issues if not more then the "export to dif"
2B. Collision STILL IS NOT WORKING!!
Sometimes it seems that just saving as a csx and saving and reloading, this issue is corrected by saving as a .map file before saving and loading that map file, that seems to correct the issue a little bit more often!
(Please note that if you do need to save out as a .map to get things working you are going to loose your DTS baked in objects as only the CSX file format can support them!!!)
3. Going Passed 0.00000001
Alot of the interfaces have an issue that will allow you to set values that should never be 0 or negatives, an example of this is the texture scale, this results in the texture going crazy and the only way to correct it is to undo all the actions that led up to it.
///-----Investigating!
4. Import my Album
//
//It is impossible to import all of the texture from a directory using the "import all" button unless there is a //png //in the directory with the file, all JPG will not show as files.
//
///-----Investigating!
5. Now you see it, now you dont (Where the heck are my faces!) or My contractor in the constructor sucks theres cracks in everything!
It seems the control that should randomly remove faces that the player should never see has a few bugs, this results in randomly removing faces creating cracks or even removing walls all together, this is easily fixed by disabling the feature. go to System->Preferences->Export, and deselected the "Hidden Surface Removal"
6. jpg....er..I mean png?
If the user has more then one file with the same name but a different extension it will always pick jpg even if the user selects the png from the texture browser.
7? Not sure if this is an issue
You cannot add folders of textures from a portable drive. This works in 1.0.2, does not in 1.0.3, however one at a time does work, which is why I'm calling this a bug
8. grayscale image ultra light
textures that are greyscaled are extremely light inside of the editor. which can be annyoing if you are trying to save file size via a grey scale image
Thanks Issue 5: Thanks everyone that helped me nail that one, lets keep these things coming!!!
Hopefully we can keep this clean and up to date, anything you all add to this list, ill edit my post and update the list. Thanks everyone! and lets keep the work arounds coming
*Update Sept 05 : After fully testing the "export to dif" seems a lot of the issues where occurring due to other things, so it is okay to use it, but be warned i have seen it do a lot of random crazy stuff, Added issue 5 fixes cracks and vanished faces
*Update Sept 06: New small issue update!
*Update Sept 07: Added 2B for a slightly different collision fix
*Update Sept 08: added greyscale issue
1. Vanishing lights
Lights will randomly vanish inside of the constructor, but the light they create will remain, this issue is easily worked around by saving and reloading your file
2A. Collision Randomly not working
This issue took me a whole day to find all of the problems that where creating it, for one, Export to dif can be unstable but will work some of the time The most annyoing and hardest to find. Sometimes random walls will not work, this is fixed by saving your work and reloading then you must export before you even click anything else, this will fix the issue, another issue that will make collision not work at all is the hallow tool, it has as many issues if not more then the "export to dif"
2B. Collision STILL IS NOT WORKING!!
Sometimes it seems that just saving as a csx and saving and reloading, this issue is corrected by saving as a .map file before saving and loading that map file, that seems to correct the issue a little bit more often!
(Please note that if you do need to save out as a .map to get things working you are going to loose your DTS baked in objects as only the CSX file format can support them!!!)
3. Going Passed 0.00000001
Alot of the interfaces have an issue that will allow you to set values that should never be 0 or negatives, an example of this is the texture scale, this results in the texture going crazy and the only way to correct it is to undo all the actions that led up to it.
///-----Investigating!
4. Import my Album
//
//It is impossible to import all of the texture from a directory using the "import all" button unless there is a //png //in the directory with the file, all JPG will not show as files.
//
///-----Investigating!
5. Now you see it, now you dont (Where the heck are my faces!) or My contractor in the constructor sucks theres cracks in everything!
It seems the control that should randomly remove faces that the player should never see has a few bugs, this results in randomly removing faces creating cracks or even removing walls all together, this is easily fixed by disabling the feature. go to System->Preferences->Export, and deselected the "Hidden Surface Removal"
6. jpg....er..I mean png?
If the user has more then one file with the same name but a different extension it will always pick jpg even if the user selects the png from the texture browser.
7? Not sure if this is an issue
You cannot add folders of textures from a portable drive. This works in 1.0.2, does not in 1.0.3, however one at a time does work, which is why I'm calling this a bug
8. grayscale image ultra light
textures that are greyscaled are extremely light inside of the editor. which can be annyoing if you are trying to save file size via a grey scale image
Thanks Issue 5: Thanks everyone that helped me nail that one, lets keep these things coming!!!
Hopefully we can keep this clean and up to date, anything you all add to this list, ill edit my post and update the list. Thanks everyone! and lets keep the work arounds coming
*Update Sept 05 : After fully testing the "export to dif" seems a lot of the issues where occurring due to other things, so it is okay to use it, but be warned i have seen it do a lot of random crazy stuff, Added issue 5 fixes cracks and vanished faces
*Update Sept 06: New small issue update!
*Update Sept 07: Added 2B for a slightly different collision fix
*Update Sept 08: added greyscale issue
About the author
#42
09/07/2007 (9:10 pm)
BTW, what is the url to the wiki?
#43
09/07/2007 (10:57 pm)
Just go under the TDN then click on the constructor area they added this week, or at least i think it was this week
#44
The more detailed we are with problems - and eventually finding an alternate solution - the more quickly fixes can be integrated.
This is a FREE software and I do accept bugs, even if a few ones should be avoided (!) ;), I know professional softwares costing USD20,000 and 6,000 of yearly upgrades that were more bugged than this one.
09/08/2007 (2:42 am)
I do agree this thread should remain on focus.The more detailed we are with problems - and eventually finding an alternate solution - the more quickly fixes can be integrated.
This is a FREE software and I do accept bugs, even if a few ones should be avoided (!) ;), I know professional softwares costing USD20,000 and 6,000 of yearly upgrades that were more bugged than this one.
#45
09/08/2007 (3:19 pm)
Added a new issue about grey scales, and if you agree about the saying on focus there is no need to say it as by saying that you are getting off topic, thanks :)
#46
Please help, I do not know what to do, and quark is very wierd to work with the interface and window setup is too difficult to master, I guess I am used to 3DGS WED editor, but still, it doesn't even have all the torque entites only the light, where is stuff like player start, checkpoint, and others? Along with some decent prefab packs would be nice too.
I will gladly takeover dev on constructor, I have experience creating editor tools for games as I made the ONLY Unit editor for Total Annihilation with Kinboat, I made the dxf-3do real working conversion tool, in 48 hours of reverse engineering, and then we took that and slapped a vb-open gl interface around it, and viola'.
Anyways I am wanting to make a greatly easy to use editor for torque, can anyone give me example code for storing all the map stuff, like the tree's of entities, portals, shapes, difs, prefabs, lights, static and dynamic models, and examples showing how to write this dif format or even the map format where we can just use the map->dif utility.
I can snag RFEditPro source, or World Edit Source, or even Quark to start from, but need others to help me pick out what functions I need, and how to make sure I am traversing the scene correctly storing the stuff in order, before saving, and how to reverse the procedure for drawing and loading a map.
Any help will be greatly appreciated, storm3@twlakes.net
Ken aka StOrM3
10/21/2007 (9:38 pm)
Torque Construction 1.0.3 does NOT work at all under windows Vista, I get alot of screen blanks, then super slow down, then a message that simply says, torque was unable to allocate memory error, no less no more. I have tried everything, even setting compatibility to windows xp sp2, and I have windows vista ultimate, with an nVidia FX 5200 256meg videocard, which seems to work fine in every other editor, including quark with some bugs of a drawing nature, umm and torque itself runs fine, which leaves me scratching my head. I have a Gig of Ram, 300+gigs of HD space, what is wrong, is it a dx10 bug, as my card is not DX10 card, but a dx9c card? Although I said it works fine in everything else, all my 3d editors, model and world editors.Please help, I do not know what to do, and quark is very wierd to work with the interface and window setup is too difficult to master, I guess I am used to 3DGS WED editor, but still, it doesn't even have all the torque entites only the light, where is stuff like player start, checkpoint, and others? Along with some decent prefab packs would be nice too.
I will gladly takeover dev on constructor, I have experience creating editor tools for games as I made the ONLY Unit editor for Total Annihilation with Kinboat, I made the dxf-3do real working conversion tool, in 48 hours of reverse engineering, and then we took that and slapped a vb-open gl interface around it, and viola'.
Anyways I am wanting to make a greatly easy to use editor for torque, can anyone give me example code for storing all the map stuff, like the tree's of entities, portals, shapes, difs, prefabs, lights, static and dynamic models, and examples showing how to write this dif format or even the map format where we can just use the map->dif utility.
I can snag RFEditPro source, or World Edit Source, or even Quark to start from, but need others to help me pick out what functions I need, and how to make sure I am traversing the scene correctly storing the stuff in order, before saving, and how to reverse the procedure for drawing and loading a map.
Any help will be greatly appreciated, storm3@twlakes.net
Ken aka StOrM3
#47
I'm not at work right now but I will see if I can duplicate your issue on a Vista box when I have a chance.
1. Download the absolutely latest drivers from Nvidia.com and try constructor again to see if you get the memory error.
2. Right-click the program and select "run as admin" (even if you are an admin as I assume you are)
Will let you know what if anything I find out, when I find it out.
10/21/2007 (9:53 pm)
Ken, can you try 2 things for me to satisfy my curiosity on the problem you are having? (memory error msg)I'm not at work right now but I will see if I can duplicate your issue on a Vista box when I have a chance.
1. Download the absolutely latest drivers from Nvidia.com and try constructor again to see if you get the memory error.
2. Right-click the program and select "run as admin" (even if you are an admin as I assume you are)
Will let you know what if anything I find out, when I find it out.
#48
--- Kenneth --- I'm talking about you,
Thanks again, after updating vista nvidia drivers to version 96.85 of forceware vista drivers, it works like a charm, thanks again, and I really do appreciate all of the users and developers of the Torque Game Engine, and the community in general.
Thanks again, cheers, let all have levels, and prefabs galore now!
Anybody here, make alot of prefabs for use in Constructor? I am anxious to switch to using it consistently instead of WED by an other more user unfriendly game engine company...
Thanks anyway, and here's to everyone that made and is making this a killer product, for game developers like myself, I happen to be disabled, so because of you guys making such good products I am actually able to develop games, and make some money here and there, for my kids...
Thank you, thank you, thank you, I just can't say it enough!
Ken aka StOrM3
10/23/2007 (6:13 pm)
I now have it working thanks to the nicest user ever,--- Kenneth --- I'm talking about you,
Thanks again, after updating vista nvidia drivers to version 96.85 of forceware vista drivers, it works like a charm, thanks again, and I really do appreciate all of the users and developers of the Torque Game Engine, and the community in general.
Thanks again, cheers, let all have levels, and prefabs galore now!
Anybody here, make alot of prefabs for use in Constructor? I am anxious to switch to using it consistently instead of WED by an other more user unfriendly game engine company...
Thanks anyway, and here's to everyone that made and is making this a killer product, for game developers like myself, I happen to be disabled, so because of you guys making such good products I am actually able to develop games, and make some money here and there, for my kids...
Thank you, thank you, thank you, I just can't say it enough!
Ken aka StOrM3
#49
10/23/2007 (7:05 pm)
You are welcome, glad to hear it worked out for you.
#50
I ran a few tests and it seems there is no collision error with it, though I have another rather strange behaviour:
LOD is processed in the reverse order. 8-/
myLOD_0, min_pixel 250
myLOD_1, min_pixel 32
myLOD_1 is displayed first.
2) I'm also exporting my scenes into .map, but when trying to open them in another editor (QuArk), it is looking for a subdirectory in that form: "AlbumName/myTextureNameHere".
3) When used textures are not loaded from an existing album, texture name is set to UPPERCASE. The name remains so, despite texture name is lowercase. Very unfriendly with case sensitive systems (Mac and Linux).
11/17/2007 (2:14 pm)
1) Is anyone using the map2dif exporter?I ran a few tests and it seems there is no collision error with it, though I have another rather strange behaviour:
LOD is processed in the reverse order. 8-/
myLOD_0, min_pixel 250
myLOD_1, min_pixel 32
myLOD_1 is displayed first.
2) I'm also exporting my scenes into .map, but when trying to open them in another editor (QuArk), it is looking for a subdirectory in that form: "AlbumName/myTextureNameHere".
3) When used textures are not loaded from an existing album, texture name is set to UPPERCASE. The name remains so, despite texture name is lowercase. Very unfriendly with case sensitive systems (Mac and Linux).
#51
11/18/2007 (9:34 am)
Quote:2) I'm also exporting my scenes into .map, but when trying to open them in another editor (QuArk), it is looking for a subdirectory in that form: "AlbumName/myTextureNameHere".Ok, solved this one, I found the Map Saving/Embed Album" in preferences.
#52
Temporay solution is to manually edit the appropriate fields each time.
11/18/2007 (9:49 am)
Quote:1) Is anyone using the map2dif exporter?ok, found the bug for this one. When saving in .map version, LOD parameters are resetted to default (Lod #0 and 250 pixels). 8-/
I ran a few tests and it seems there is no collision error with it, though I have another rather strange behaviour:
LOD is processed in the reverse order. 8-/
myLOD_0, min_pixel 250
myLOD_1, min_pixel 32
myLOD_1 is displayed first.
Temporay solution is to manually edit the appropriate fields each time.
#53
Until then, it was able to find good ones, even if they were in uppercase.
Now, even once I have edited the .map file and correct all those uppercase texture names, it fails to find matching one in other albums.
Completely wicked.
It means I can't open correctly files I have succesfully - and without troubles - used 2 days ago. 8-/
I'll check with original .map files I still have, in the case Constructor wrote something at some stage without any notice.
11/19/2007 (5:12 am)
That's very insane... since I disabled the Embed Album option, when loading a .map format, Constructor claims it can't find the textures.Until then, it was able to find good ones, even if they were in uppercase.
Now, even once I have edited the .map file and correct all those uppercase texture names, it fails to find matching one in other albums.
Completely wicked.
It means I can't open correctly files I have succesfully - and without troubles - used 2 days ago. 8-/
I'll check with original .map files I still have, in the case Constructor wrote something at some stage without any notice.
#54
Only possible fix is to uninstall Constructor and re-install it.
11/19/2007 (7:25 am)
Quote:That's very insane... since I disabled the Embed Album option, when loading a .map format, Constructor claims it can't find the textures.
Until then, it was able to find good ones, even if they were in uppercase.
Now, even once I have edited the .map file and correct all those uppercase texture names, it fails to find matching one in other albums.
Completely wicked.
It means I can't open correctly files I have succesfully - and without troubles - used 2 days ago. 8-/
Only possible fix is to uninstall Constructor and re-install it.
#55
Another problem: it seems like the texture size limit is 512x512. When I put anything over that in constructor all I got was a white blob. Instead of the white blob, a message box would be nice.
Another problem: I imported some textures from a subdirectory under the My Pictures directory. When I used them in constructor they looked fine. Once I imported the interior into the game, all the textures that were from My Pictures showed up as white areas on the interior. I moved the textures out of My Pictures and into the constructor textures directory, and then re-textured it in constructor. Then the problem went away. Kind of wierd. I guess the program must have a problem with My Pictures or something...because I've imported from outside of the constructor texture directory before with no problems.
And in my case it works fine on Vista buisiness edition...no problems yet.
12/29/2007 (5:01 pm)
One bug that annoys me is that I cannot seem to undo modifications (i.e undo a subtract, knife,etc.). The work around I've found is to save before the operation and then close and re-open the map if I don't like it without saving. Kind of an annoying process. Another problem: it seems like the texture size limit is 512x512. When I put anything over that in constructor all I got was a white blob. Instead of the white blob, a message box would be nice.
Another problem: I imported some textures from a subdirectory under the My Pictures directory. When I used them in constructor they looked fine. Once I imported the interior into the game, all the textures that were from My Pictures showed up as white areas on the interior. I moved the textures out of My Pictures and into the constructor textures directory, and then re-textured it in constructor. Then the problem went away. Kind of wierd. I guess the program must have a problem with My Pictures or something...because I've imported from outside of the constructor texture directory before with no problems.
And in my case it works fine on Vista buisiness edition...no problems yet.
#56
01/02/2008 (1:26 am)
Non-Planar polygons cause exportation to hang on Lighting Objects.
#57
02/06/2008 (4:12 pm)
I have problem
#58
02/06/2008 (4:16 pm)
Exampled for Vista: Error Allocating memory. Sutting Down.
#59
02/06/2008 (4:24 pm)
Domie, please go to www.nvidia.com or www.ati.com and download the latest drivers for your video card if you haven't already. This should fix the memory issue you are seeing - assuming of course you are using an ATI or an Nvidia based card :)
#60
02/17/2008 (12:34 am)
- Adding all textures to Album from a Directory imports nothing.
Torque Owner Paul Ash