Game Development Community

Malformed Brushes?

by MaxAntinone · in Constructor · 01/28/2008 (3:08 pm) · 12 replies

I'm having a problem with some of my brushes vanishing in Constructor.
As a solution to earlier collision problems, I'm saving everything as a .map file, then reopening that before I export it as a DIF.
I'm making an flood dam object that consists of one large ramp and several dozen wedge-shaped breakwater blocks that I created by duplicating the same block into a row, and then the rows into an array.

Now, my problem is, whenever I save the file as a .map and try to reopen it, I get this error message, "Constructor was unable to load (Number between 160 and 168) out of (168 or 172 depending on which version of the file I'm using) brushes because they were malformed."

What the heck is going on here?

I can convert the csx file directly to a .dif without this problem, but I then collision is completely non-functional (That is, the player walks right through the object. This happens for every object I make in constructor).

Aaaaand, while I was double checking this, some new problems popped up. I tried making the ramp and the breakwater blocks separately. I ran into the same problem with the blocks as usual, but a new problem suddenly appeared with the ramp. TGE only renders the ramp while the player is actually inside the yellow bounding box.
I don't know if this is actually connected to the above problems, as I have an earlier version of the damn where this doesn't happen.

And I should add, since I texture mapped some of the blocks it won't even save to a map file now...

#1
01/28/2008 (8:57 pm)
Look for the update topics. Matt Fairfax released a patch for the collision issue and Jaimi has been working on other fixes.
#2
01/28/2008 (9:46 pm)
Look in the console when you do the export to dif. It will show you any brushes that were bad during the export. find the brush, and reset all the texture coordinates.
#3
01/30/2008 (12:37 pm)
But I was having this problem before I started texturing.
#4
01/30/2008 (1:23 pm)
Then just find the bad brush, and see what's wrong with it. It will give you the brush ID in the log.
#5
03/11/2008 (2:38 pm)
I am having exactly the same problem as Max, except I'm using 1.04. I have a little log hut just big enough for a few players to fit in, but red lines are all over the place, I suspect these are the malformed brushes. Before I go too much further with the .csx I could use a guideline here. I noticed Jaimi suggested resetting the texture coordinates, if someone could give some detail on the proper way to do that I will try that first. And I'll end with a question, will the red lines go away when a brush is corrected? That way I'll know to move away from that brush. I've actually noticed the red lines occuring but I have no clue as to what happened to produce them.
#6
03/11/2008 (6:50 pm)
Meyou - The red lines are malformed brushes, these are caused by editing the vertexes (I recommend never editing the vertexes, it's way to easy to make malformed brushes). Once you fix the brushes, the "angry red lines" will go away, and you should see your brush when you export.

I don't think the texture coordinates need to be reset in your case (you will know if you need to, because the texture will look all stretched and terrible in your map). But if you ever need to, go into face mode, and drag a rectangle around your brush. Make sure the "As One" checkbox is not selected, and then Push the "world" button. Make sure the Scales are set to 1.0 (or some other number that makes sense, like 0.5, or 0.25), and that Shifts are both set to 0, and that rotation is 0.
#7
03/11/2008 (7:29 pm)
Thanks Jaimi..yes..the one's with red lines I actually did modify the vertexes. what is your suggestion on fixing these? I haven't manipulated the vertexes that much on the one's that are malformed, just made them longer and scaled some of them..at this point I'm not sure what to do actually, probably should've noticed this earlier, but I don't mind cleaning it up. what is the typical solution for fixing malformed brushes, or what do you suggest at this point?..thanks in advance...
#8
03/12/2008 (3:48 pm)
@Meyou - To fix the red lines, you have to make the brush convex again - pull the vertexes out until there are no concave angles.
#9
03/12/2008 (6:07 pm)
Thanks Jaimi, I was suspecting that. I was hoping for a hidden magic button somewhere or someway to reset the brush somehow...but oh well, this is one major lesson learned....I will definitely have to change my style for the constructor as much as I love constructor my comfort levels need expanding as well...thanks Jaimi...
#10
03/12/2008 (7:11 pm)
I've been thinking about ways to make this more friendly. The easiest thing would be to have constructor treat the non-convex brushes the same way it treats the DTS objects. Another might be to auto break them into convex objects for you.

Some things to think on for the future.
#11
03/12/2008 (7:39 pm)
Absolutely...I really like being able to manipulate the verts, especially in a 3d view. I haven't done allot of game building but constructor is the only program I own that kills that aspect for my kind of style. It will take getting used to for me to break that habit. Good luck on working that out I really hope you get it...
#12
03/14/2008 (7:34 am)
Vertex editing has oft been a problem with brush-based editors.