Brush quantity limit?
by Brian Beard · in Constructor · 10/16/2007 (7:06 am) · 10 replies
Hello,
Firstly, constructor is a god-send. Though, i'm wondering what are the limits of the program. Specifically, is there a limit to brush quantity in a single dif that can be exported to the TGE? Reason being, I have a dif that consists of about 1800 brushes which exports just fine. When I take those existing brushes and copy and paste them making a mirror image ... that dif won't load in engine. I feel as i'm hitting a limit and I would just like to be sure.
Thanks!
Firstly, constructor is a god-send. Though, i'm wondering what are the limits of the program. Specifically, is there a limit to brush quantity in a single dif that can be exported to the TGE? Reason being, I have a dif that consists of about 1800 brushes which exports just fine. When I take those existing brushes and copy and paste them making a mirror image ... that dif won't load in engine. I feel as i'm hitting a limit and I would just like to be sure.
Thanks!
About the author
#2
3600 brushes would not be enough to reach any form of a limit. I have a dif that contains approx. 4800 brushes and have had no issues (as far as the engine loading it), and I consider it small. Whatever is going on, it should have nothing to do with brush count. Having said this, for other reasons, making smaller dif's when possible will greatly help you.
10/16/2007 (8:54 am)
Brian,3600 brushes would not be enough to reach any form of a limit. I have a dif that contains approx. 4800 brushes and have had no issues (as far as the engine loading it), and I consider it small. Whatever is going on, it should have nothing to do with brush count. Having said this, for other reasons, making smaller dif's when possible will greatly help you.
#3
Hmmm .. I am slowly finding out these unwritten rules of good old constructor. Sometimes things can be a real pain.
I've had geometry problems in the past and it would get snagged in the export process and crash ... but this exports fine. I also am just plugging my interior into the TGE 1.52 engine. Hmm. I'm going to cut down the brush count as much as possible and see what happens.
I'm not efficient enough in constructor to really maximize my brush count just yet unfortunately. I'm a newb .. only using this for maybe a few months at most. I'm not even sure how to easily get everything to snap together and be aligned perfectly. I should look up some tutorials on getting the most out of the interface .. there must be things I am missing.
Are there any sources you guys found helpful in learning constructor? Or is it basically learn as you go. I have a feeling it's the latter. lol.
10/16/2007 (10:28 am)
Thank you very much for your replies guys!Hmmm .. I am slowly finding out these unwritten rules of good old constructor. Sometimes things can be a real pain.
I've had geometry problems in the past and it would get snagged in the export process and crash ... but this exports fine. I also am just plugging my interior into the TGE 1.52 engine. Hmm. I'm going to cut down the brush count as much as possible and see what happens.
I'm not efficient enough in constructor to really maximize my brush count just yet unfortunately. I'm a newb .. only using this for maybe a few months at most. I'm not even sure how to easily get everything to snap together and be aligned perfectly. I should look up some tutorials on getting the most out of the interface .. there must be things I am missing.
Are there any sources you guys found helpful in learning constructor? Or is it basically learn as you go. I have a feeling it's the latter. lol.
#4
The Forums and the information on the TDN are your best sources. There is some other good information in articles on the net.
@ Andrew
I'm not sure what kind of interiors your making that would consider a 4800 brush interior "small". Even if you are making interior levels 4800 brushes will go a long way. Also, on most hardware constructor is going to slow to a crawl if you are working with 4800 brushes. So the limiting factor I was referring to was constructor not necessarily the engine.
10/16/2007 (10:38 am)
@ BrianThe Forums and the information on the TDN are your best sources. There is some other good information in articles on the net.
@ Andrew
I'm not sure what kind of interiors your making that would consider a 4800 brush interior "small". Even if you are making interior levels 4800 brushes will go a long way. Also, on most hardware constructor is going to slow to a crawl if you are working with 4800 brushes. So the limiting factor I was referring to was constructor not necessarily the engine.
#5
As James said, TDN would help greatly, though scouring the contructor forums.. and Trial and error is what mainly helped me.
@ James
I do consider a brush count of 4800 small for an entire level. Mind you, the level I was referencing for our project in particular is 100% interior. If it was not an interior, my thoughts might be different. With the lack of Bezier support, most detail work must be done in either CSG, or DTS as you know (the bane of my existance :P ). I would post pics of the level but I can not at this time.
I was referencing the engine itself because I took it that was the original posters question. As far as what constructor's limits might be until it becomes unusable I do not know. While I am familiar with constructor, I have chosen to use radiant instead. The only thing I use constructor for is converting brushes to portals, making minor adjustments, and exporting to dif. But even then, I have never had it stutter or glitch, even with 4800 brushes(though, I have had my share of other issues).
10/16/2007 (4:26 pm)
@BrianAs James said, TDN would help greatly, though scouring the contructor forums.. and Trial and error is what mainly helped me.
@ James
I do consider a brush count of 4800 small for an entire level. Mind you, the level I was referencing for our project in particular is 100% interior. If it was not an interior, my thoughts might be different. With the lack of Bezier support, most detail work must be done in either CSG, or DTS as you know (the bane of my existance :P ). I would post pics of the level but I can not at this time.
I was referencing the engine itself because I took it that was the original posters question. As far as what constructor's limits might be until it becomes unusable I do not know. While I am familiar with constructor, I have chosen to use radiant instead. The only thing I use constructor for is converting brushes to portals, making minor adjustments, and exporting to dif. But even then, I have never had it stutter or glitch, even with 4800 brushes(though, I have had my share of other issues).
#6
10/16/2007 (5:27 pm)
I suppose can understand how 4800 would be a casual amount for an interior level since it will all be portalized. But I generally make all of my interior levels out of modules and assemble then in torque.
#7
10/16/2007 (11:47 pm)
Actually James, I am experimenting with that method as well. All things being said, it would allow for compartmentalizing bugs much easier.
#8
I too would like to add details to my levels via dts but when i do export as a dts via maya i'm not getting projecticle collision. I'll have to run through that maya2dts tutorial once again tonight and see if i'm missing something. I must be.
10/17/2007 (6:09 am)
Ohhhhh boy I wish I could figure out how to use portals. I'll have to spend some time tonight working with them and seeing if I can figure that out. I've messed with them in the past, to only have them not work correctly. I too would like to add details to my levels via dts but when i do export as a dts via maya i'm not getting projecticle collision. I'll have to run through that maya2dts tutorial once again tonight and see if i'm missing something. I must be.
#9
Explain to me how your portals are not working (ie.. causes glitches etc.. or..?) and I will assist you in getting them to work.
10/17/2007 (11:42 am)
Brian, Explain to me how your portals are not working (ie.. causes glitches etc.. or..?) and I will assist you in getting them to work.
#10
So, my question is this ... is there any way to control the amount of light that shines through a portal? Reason being, right now there's no gradual change in lighting. I've got a pitch black interior with bright exterior and there's not graduation between the two.
Hmmmmm. Geeze I wish there was a book with all these little tricks in it.
10/18/2007 (5:06 am)
Well, I did get to test a portal last night and it's working .. which is one less thing I have to worry about. Though I now need to retool my level with portals. Previously, when i was creating portals i wasn't making the portal overlap the surrounding brushes which i believe was what led to it not registering. So, my question is this ... is there any way to control the amount of light that shines through a portal? Reason being, right now there's no gradual change in lighting. I've got a pitch black interior with bright exterior and there's not graduation between the two.
Hmmmmm. Geeze I wish there was a book with all these little tricks in it.
Torque Owner James Dunlap
I would suggest you rethink the whole thing. Do you really need something that is 1800 brushes? Is there a better way to do this?
However, if you really need it and mirroring it is crashing. Save and export the dif in pieces and reassemble them in the world editor.