Export Problem
by Kevin Lee · in Constructor · 11/19/2007 (6:30 pm) · 18 replies
I am having a problem when I export. I have a small building that I created and when I export using the (File - Export - Torque Game Engine (map3dif-plus)) the exporter stops at create surfaces, then I am not able to do anything else unless I exit Constructor.
Also, is there a way to take care of missing faces when I export and bring the building up in Torque.
Also, is there a way to take care of missing faces when I export and bring the building up in Torque.
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#2
Also, on the missing faces ... my usual method is to just go in and tweak the verts a bit that are associated with that particular face ... it's trial and error, but that seems to work for me. Again, I usually only get missing faces on complex geometry though.... in my 'organic' cave walls, as an example, in which pushing/pulling a few verts doesn't matter. Also note that if you happen to fix your problem area, make sure you double-check that it didn't cause another problem in a different spot.
11/20/2007 (9:56 am)
Not to just jump in here, but i've found that "Export as DIF" is more hosed as you get more complicated geometry, unfortunately.Also, on the missing faces ... my usual method is to just go in and tweak the verts a bit that are associated with that particular face ... it's trial and error, but that seems to work for me. Again, I usually only get missing faces on complex geometry though.... in my 'organic' cave walls, as an example, in which pushing/pulling a few verts doesn't matter. Also note that if you happen to fix your problem area, make sure you double-check that it didn't cause another problem in a different spot.
#3
I'm not sure, but couldn't you create your detailed cave sections as DTS models with greater poly precision and then decorate the DIF's with them? Of course, if you wanted perfect collision instead of collision meshes, it would require implementing the polysoup resource.
11/20/2007 (10:07 am)
Playing with the verts is a very easy way to cause most CSG compilers to crash, not just map2dif. I've had great luck with export to dif. Even with extremely complex carving tests (though the more I carve, the more faces I chance losing somewhere along the line).I'm not sure, but couldn't you create your detailed cave sections as DTS models with greater poly precision and then decorate the DIF's with them? Of course, if you wanted perfect collision instead of collision meshes, it would require implementing the polysoup resource.
#4
11/20/2007 (11:01 am)
Missing faces.. hmm.. I think one of the things I did was "turn off the sun". I set everything to 0 and missing faces pretty much stopped. (Ill check and see if there was something else I did.. Im rushed right now). Most of my levels are interiors so the sun is more trouble than benefit.
#5
Thanks for all the info I really appreciate everything, our school is now using the TGE and constructor for our level design classes and since I am the one that knows a bit everyone comes to me for the questions. I'll try them to see if anything works.
Also if anyone knows of some good tutorials that talk about the basics of constructor that are either free or have a very small fee then let me know.
11/20/2007 (1:40 pm)
I am using the map2dif_plus because if I don't it doesn't export my portals, I also get light seams where my edges meet and almost everytime I try to export as a dif or legacy dif it won't save the dif out, but it says that it does.Thanks for all the info I really appreciate everything, our school is now using the TGE and constructor for our level design classes and since I am the one that knows a bit everyone comes to me for the questions. I'll try them to see if anything works.
Also if anyone knows of some good tutorials that talk about the basics of constructor that are either free or have a very small fee then let me know.
#6
11/20/2007 (8:50 pm)
I exported with portals using export to dif earlier today (patched 1.0.3). I had three portaled areas and they came across fine. I'm not sure if I just got lucky or not. I was doing a test on detail brushes exporting (and they did as well without crashing C'tor). I decided to try portals too, just to see. They worked as well. Portals have to overlap the areas they are portalizing, I believe.
#7
11/21/2007 (4:36 pm)
David Thanks for all the help and I'll give the Dif another chance. Maybe you could answer this question for me. Is it better to be exporting from a .map file or a .csx file? It seems to me that I have had better luck with the .map files then I have had with the .csx files. I know that the .csx files get converted to .map when you export, but for some reason my students and I both are having problems with the .csx files. Both with collision and missing faces or both. Also do you know if there is a height limit with constructor?
#8
11/22/2007 (8:11 am)
Using the patched exe, I have had no collision problems with .csx export. Prior to that, I would convert to .map as a step to avoid those problems. Why they popped up, I don't know. But I haven't had those problems since the patch. I've only had missing faces from complex carving before or after the patch (I do not believe the patch addressed missing faces).
#9
Click Here
Also, the patch does not address missing faces.
11/22/2007 (11:06 am)
Are you using this patch:Click Here
Also, the patch does not address missing faces.
#10
For my project, the problem with using DTS cave walls/ceiling was a lighting issue (using a makeshift flashlight)... it looked like crap because the lighting appears to essentially be done by brightening the vertices, rather than per-pixel lighting. This was in TGE ... we are now in TGEA and it may work better, but haven't tried yet due to time restraints.
Does the "Export to DIF..." option work for BOTH TGE and TGEA?
11/27/2007 (10:51 am)
David,For my project, the problem with using DTS cave walls/ceiling was a lighting issue (using a makeshift flashlight)... it looked like crap because the lighting appears to essentially be done by brightening the vertices, rather than per-pixel lighting. This was in TGE ... we are now in TGEA and it may work better, but haven't tried yet due to time restraints.
Does the "Export to DIF..." option work for BOTH TGE and TGEA?
#11
11/28/2007 (8:21 am)
I just tested the test DIF's for TGEA in TGE 1.5.2 and it worked fine. I didn't have any material.cs stuff setup in TGEA, though (that stuff wouldn't work in TGE).
#12
I am new to these forms or any forums for that matter and need help. When I create a building and scale it a certain amount it seems to mess with the collision box and I fall into threw the building in stead of walking in it. Can you only scale a small amount instead of a massive amount? when I use map2dif_plus it gives me a window error. when I export as legacy dif it exports out but like i said I fall threw the building..
11/29/2007 (3:55 pm)
Hello, I am new to these forms or any forums for that matter and need help. When I create a building and scale it a certain amount it seems to mess with the collision box and I fall into threw the building in stead of walking in it. Can you only scale a small amount instead of a massive amount? when I use map2dif_plus it gives me a window error. when I export as legacy dif it exports out but like i said I fall threw the building..
#13
11/29/2007 (4:50 pm)
Which version of constructor are you using? Are you using the patch that Andrew posted a link to?
#14
11/29/2007 (8:18 pm)
No, I have not used the patch. I do have the latest version of constructer though I believe it is version 1.5.1 if im not mistaken? Does the patch only deal with faces or does it deal with a lot more as well?
#15
11/30/2007 (6:13 am)
You should apply the patch. It is specifically for collision issues.
#16
12/04/2007 (3:25 pm)
It is still Constructor 1.0.3 because it was an unofficial release, I guess. To my knowledge, it was never updated from the Constructor download list and must be accessed from the link above.
#17
12/04/2007 (7:21 pm)
Ok thank you.
#18
01/10/2008 (8:21 am)
You just need to put the constructor.exe from the zip archive into the main Constructor directory.
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