Game Development Community

Weird Building Glitch

by John Durbin (NitoRPG) · in Technical Issues · 03/29/2009 (3:28 pm) · 8 replies

I loaded my new building I made into the mission & it's all glitched up now.

Theres holes in the roof with the textures all turned around...
i189.photobucket.com/albums/z7/NitoRPG/Album%202/GeneralstoreHolesinroof.jpg
Theres holes in the beams...
i189.photobucket.com/albums/z7/NitoRPG/Album%202/GeneralstoreHolesinbeam.jpg
And there's holes in the walls...(and I'm not talking about the window, lol)
i189.photobucket.com/albums/z7/NitoRPG/Album%202/GeneralstoreHolesinwall.jpg
So whats this all mean? In constructor it's compleatly fine, no holes in places & no turned around textures. I exported it as Legacy TGEA DIF, is that where i went wrong?

#1
03/29/2009 (3:57 pm)
[ Image ] your image url [ /Image ] without the spaces.
I have seen that before, but don't recall what caused it.
#2
03/29/2009 (4:06 pm)
now my pic are woring, thanks

But I still have the glitch problem. It's almost like the texture just dissapeared or something.

#3
03/29/2009 (4:45 pm)
How does the model look in wireframe? It looks like malformed geometry.
Look carefully for reversed polygons. (at least that's what it looks like to me)
#4
03/29/2009 (5:03 pm)
Everything seems fine. it looks completly normal in Constructor.
But there are alot of red lines that go across the roof cuase it had to have an aucward shape for the buildings design.
i189.photobucket.com/albums/z7/NitoRPG/Album%202/Generalstorepic001.jpgi189.photobucket.com/albums/z7/NitoRPG/Album%202/GeneralstoreWireFrame001.jpg
#5
03/29/2009 (5:13 pm)
it looks like all the ploys are not connected to the main base on that roof. your design is not that awkward ether so don't know why you said you had to have the roof differently. should upload the file so we can see it in person and fix the problems.

its little hard for me to tell whats the problem as so many red lines on the roof. :P
#6
03/29/2009 (5:13 pm)
The red lines are the problems -- that's what indicates malformed geometry. It's tedious (and sometimes time-consuming) but that upward and outward angle can be done with a little care and attention.
#7
03/29/2009 (5:46 pm)
I had a feeling the roof would be a problem but there is still the other problems with the walls & stuff which has me puzzled.
#8
03/29/2009 (8:50 pm)
Take care of the concave geometry first and I think some of that may go away in regards to the walls. Think of the export as having a cascading chain of triangles, and if somewhere in there a few of them are wrong then it throws the rest of the series off. Any other anomalies may be further caused by intersecting structural brushes and "hidden" surface removal, sometimes Constructor get's carried with what it thinks are hidden surfaces. But there's a setting for it, and you may find that using a combination of Structural and Detail brushes will fix the walls... after you solve the problem with the roof.

EDIT: Oh, which version of TGEa are you using? You should be using the "Export To DIF" option instead of Legacy export. The "Export To DIF" works in both TGE 1.5+ & TGEa 1.03+, has a few improvements, and also allows you to "embed" a .dts shape (think props and furniture) in your .dif.