Game Development Community

Constructor Fixes

by Jaimi McEntire · in Constructor · 01/14/2008 (11:56 am) · 55 replies

All right, as everyone knows I've been working on some constructor fixes.

Though I am not one of the original authors, I can still find and fix some bugs. If you have a bug in constructor, I will look at it if you can do the following:

1. Send me a *complete* .CSX file that contains the issue (as small as possible, please).
2. Send me a *complete* description of how to duplicate the problem.

It's quite possible that I will not be able to fix the issue, so don't get your hopes up. However, it is also quite possible that I can.

Please post a message here in this thread before emailing.

Jaimi
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#1
01/14/2008 (3:10 pm)
In my case, i was simply testing a "wall segment" i made as a DTS, i wanted to see how it'd be lightmapped. Looked great, so I can copy it once, export fine, but when i make a 3rd copy of the wall segment, it will not longer export. hangs up on

Exporting lighting
Setting Up Objects


Bar doesn't even begin to fill.

In this case, would i also need to supply you with the DTS object, or is this saved into the CSX file, and textures, would you need that one?


subvoicestudios.com/~ramensama/constructorbad.jpg

Also, another bug is with nonplanar polygons!

www.garagegames.com/mg/forums/result.thread.php?qt=70796
#2
01/14/2008 (6:47 pm)
@Ramen-sama: You would need to send the map and the dif (it's not stored in the csx file). The textures too, just in case there is a problem there causing it (doubtful, but who knows). Send to my jaimi@aztica.com account please.
I'll look at the problem with bad polygons in the dif. If the single polygon dif is inadequate for testing, do you have a slightly more complicated one (with a mix of good and bad)?
#3
01/14/2008 (6:56 pm)
By just looking at the wireframe section of the wall on the left hand side of the picture I believe you maybe hitting some upper limit on what constructor is capable of spitting out. Would explain why one or two will work just fine but when you hit three is when its hanging up. Isnt a issue of bad polygons or anything just a upper limit of constructor.

I would like to see a wireframe view of this wall segment if possible. As it looks like its insanely detailed atleast from the small section of the picture.
#4
01/14/2008 (9:32 pm)
OK - I've fixed the problem with the degenerate triangles from the other thread. It now discards them at read time, so it doesn't cause any problems later down the line. I verified that they aren't being used to stitch tristrips together, so this shouldn't be an issue. I'll try to get another update up tomorrow.
#5
01/14/2008 (11:26 pm)
Hi Jaimi,

many thanks for your bugfixes!
All my tested complex difs now work troublefree with map2dif compiler.

Many many thanks Jaimi!!!

Best Regards

Alex
#6
01/15/2008 (2:10 am)
@ Thomas What is the Upper limit? The wall is rather complicated as far as polygon count. But i thougth there was no limit on the number of polygons.
subvoicestudios.com/~ramensama/wallwire2.jpg
Here's a wireframe view of the wall. it's 1500 polys. yes it's more polygons then i need. but that extra geometry is there for modifying it and creating other types of walls.

It's probably related to lightmaps or something i don't understand because it only hangs when i have a light in the scene.
#7
01/15/2008 (4:38 pm)
This is fixed. It was actually fixed when I fixed the other DTS problem with small and degenerate triangles, but I took the opportunity to tune a default lighting value, so this should be fine now, and a bit faster to light. I'll update the download here in a few minutes with all the DTS problem fixes.
#8
01/15/2008 (4:39 pm)
Most excellent. There's also an issue with the brightness of the DIF when loaded in torque. Is this something you can fix? I'll find a link to what i'm referening to.

::edit::
Well heck i can't seem to find the link, but when a dif is added into torque, and you relight the scene, the dif itself is overbright. i thought i read it was ignoring the sun's value or something.
#9
01/15/2008 (4:52 pm)
I've updated the link, if you want to try the DTS exports (I think it will be fine).

I'm not sure there is anything I can do in constructor for the lighting differences. You may just have to play with the sun values in the world editor to get it to look like you want.
#10
01/15/2008 (5:20 pm)
Alright, which link are we talking? the one on garagegames.com?
#11
01/15/2008 (5:50 pm)
No - sorry! I can't update that link. The one I sent you in your email.
#12
01/15/2008 (5:53 pm)
'doh. I didn't notice the email you'd sent me before. thanks. i'll grab it now.
#13
01/15/2008 (6:00 pm)
Still hangs at the same place when i try to export as a dif. :(
#14
01/15/2008 (6:02 pm)
Are you sure - it didn't hang for me. Is your .exe version 1.0.4, dated 1/15/2008, from 6:31pm?
#15
01/15/2008 (6:04 pm)
6:30 PM, but yeah. that's the one.
I simply loaded up the constructor bug.csx file, told it export as dif.
#16
01/15/2008 (6:07 pm)
Oops! the lighting DLL has a change also. Let me add that to the zip. Give it 5 minutes and redownload. Sorry!!!
#17
01/15/2008 (6:10 pm)
Np, and thanks for helping.
Since you're familiar with the source, i posted a questions on these DTS objects being double sided. Do you have a take on it? it's it doubling the polygon count?
#18
01/15/2008 (6:11 pm)
Replace the lighting DLL in the Client/Extensions/LightingSystem directory, that should do it.
#19
01/15/2008 (6:12 pm)
@Ramen-sama: I don't think so, but I'll look into it.
#20
01/15/2008 (6:15 pm)
Awesome! it exports now. After i wake up i'll see how it looks "in game"
Thanks alot.
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