CSX saving bug
by Lee Latham · in Constructor · 09/14/2007 (3:02 pm) · 7 replies
Hello,
I have a fairly complex map, that when saved as CSX native gets "messed up". You'll see a big dif bathtub in the file. When you open the CSX version and use regular "Save as DIF" and import into TGEA, a lot of the textures on the tub are messed up in an obvious way. You'll see. If you go straight from the map it's just fine. Save that map as CSX, re-open, and save again, splat.
The reason this matters is because you can't use baked in shapes without saving as *.csx. Well, unless you can do all your work in one session and aren't concerned with saving it :-)
Here's is a zip with the relevant files: www.singularityfps.com/images/csxprob.zip
I have a fairly complex map, that when saved as CSX native gets "messed up". You'll see a big dif bathtub in the file. When you open the CSX version and use regular "Save as DIF" and import into TGEA, a lot of the textures on the tub are messed up in an obvious way. You'll see. If you go straight from the map it's just fine. Save that map as CSX, re-open, and save again, splat.
The reason this matters is because you can't use baked in shapes without saving as *.csx. Well, unless you can do all your work in one session and aren't concerned with saving it :-)
Here's is a zip with the relevant files: www.singularityfps.com/images/csxprob.zip
#2
The problem is the tub itself. If you "Save as DIF" from the CSX, you will see the problems right away. Saving from opening the map directly does not have any problems.
lee
09/21/2007 (7:07 am)
Sorry, I wasn't clear. The DTS comes in fine when it's present.The problem is the tub itself. If you "Save as DIF" from the CSX, you will see the problems right away. Saving from opening the map directly does not have any problems.
lee
#3

EDIT: It also changes the breaks differently each time I export.
09/21/2007 (8:20 am)
I've had nothing but trouble carving using spheres, which is why I don't do it and use DTS shapes instead if I can. I lose geometry in the DIF process. Here's a weird thing I was playing with spherical carving.
EDIT: It also changes the breaks differently each time I export.
#4

And here it is after saving as CSX, opening, and Export as Dif:

However, these are NOT missing faces you see here. It is some kind of weird texturing/lighting issue. And btw it happens even without the other DTS shapes you see here now. Here's another shot:

In case you're wondering, this is a DIF because it is a Really Big Tub:

This was done in Milkshape, then exported to QRadiant Map, then into Constructor.
09/21/2007 (3:03 pm)
Ok, I've been lazy-- mea culpa. Let me show you. Here is the tub exported straight from map:
And here it is after saving as CSX, opening, and Export as Dif:

However, these are NOT missing faces you see here. It is some kind of weird texturing/lighting issue. And btw it happens even without the other DTS shapes you see here now. Here's another shot:

In case you're wondering, this is a DIF because it is a Really Big Tub:

This was done in Milkshape, then exported to QRadiant Map, then into Constructor.
#5
09/21/2007 (4:34 pm)
What version of Constructor? I thought I had cleared up most problems like that with 1.0.2 =(
#6
Let me know if you need more test files to work with. Come to think of it, I don't think I included textures. I don't guess you need them but lemme know and I'll provide anything I can.
If you've seen my game, you'll know why I'm hot to have an isometric mission building tool like Constructor. Laying out the first level in Creator was A) brutal and B) will never be quite right. It's soooo close, for me!
09/21/2007 (4:54 pm)
1.03, I'm afraid. In fairness, though, what I'm doing is fairly extreme. Kinda my MO :-)Let me know if you need more test files to work with. Come to think of it, I don't think I included textures. I don't guess you need them but lemme know and I'll provide anything I can.
If you've seen my game, you'll know why I'm hot to have an isometric mission building tool like Constructor. Laying out the first level in Creator was A) brutal and B) will never be quite right. It's soooo close, for me!
#7
09/21/2007 (4:58 pm)
I'm using LOTS of shapes. I'm building this game for the machine of 2008/9.
Associate David Montgomery-Blake
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