Game Development Community

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

#1
09/20/2007 (3:19 pm)
The DTS's are referenced in the csx file, not included. What you have there has no DTS's whatsoever because they are not in the ZIP. It also does not have textures. I'm assuming that you had a toilet or sink or shower or whatever, but I don't know. Do the DTS's work if you use the world editor to put them in? Are they in the place that the DIF expects them to be?
#2
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
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.

www.godsendproductions.com/images/ctor_strange_thing.jpg
EDIT: It also changes the breaks differently each time I export.
#4
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:

www.singularityfps.com/images/tub.jpg
And here it is after saving as CSX, opening, and Export as Dif:

www.singularityfps.com/images/tub2.jpg
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:

www.singularityfps.com/images/tub3.jpg
In case you're wondering, this is a DIF because it is a Really Big Tub:

www.singularityfps.com/images/tub4.jpg
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
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.