Game Development Community

Bad collision/Missing .map

by Heedicalking · in Constructor · 07/04/2010 (1:18 pm) · 8 replies

I export using torque game engine (map2dif plus) and when it reaches:
creating surfaces... done
Lightmaps: Normal..., it stops responding. Then I hit the ok button on the stop responding window, and then the exporter console says:
Lightmaps: Normal...Cleaning up...
Deleting auto converted map...


It is referencing the .map file through temp files. According to the exporter console window thing, it is taking the map from here.

"C:/Users/ADMINI~1/Appdata/local/temp/Heedroom.map

I try saving another interior and the same problem happens, the map files do not appear to be being saved in the same folder as the .csx files.

When I export using legacy dif, the collision on the interior is messed up. Some parts collide, some do not. There are no red marks showing faulty geometry on the map.

#1
07/04/2010 (1:56 pm)
Could we ask for a screen shot of the .map as seen from Constructor? Also what Torque engine will the final artwork be used, im assuming its TGEA?
#2
07/04/2010 (2:30 pm)
I am exporting for TGE, not TGEA.
i421.photobucket.com/albums/pp296/blockplanet/Error1.png
#3
07/04/2010 (2:56 pm)
Ah, that example helps very much.

We just had a very similar case yesterday.

Im going by the assumption that the scale of your room is human equivalent.

From your example, it seems you are trying to map a room and the details inside the room all as ONE DIF. In your case the geometry intersections are not overly complex, but the amount of BSP branching is very complex; the same type of mathematical floating point complication.

Your solution would be using the method I mentioned in the above linked thread (separation of the room from the details inside the room).

OR, picking your more complex brush shapes, and systematically switching them to DETAIL brushes. DETAIL brush will not work on outside walls that you wish to use for portals or zones. DETAIL brush who are still compiling into complex BSP trees will also still exhibit your unwanted behavior. DETAIL brush will sometimes light slightly different then other brushes around them.

EDIT: Link fix EDITEDIT: Added caveat to the DETAIL brush method.
#4
07/04/2010 (3:07 pm)
The room is actually really big, in comparison your player would be cell phone sized. The default maps that come with the game that I am making an interior for have much more complex geometry all in one .DI, and I have also exported more complex geometry all in one DIF.
#5
07/04/2010 (3:27 pm)
Is the room scale BIG in Constructor or are you changing the scale in TGE?
#6
07/04/2010 (3:56 pm)
big in constructor.
#7
07/04/2010 (4:13 pm)
Also, it is only that computer and desk that have bad collision, the rest of the house is fine. I am beginning to believe it is the way I rotated it. It is also grouped together.
#8
07/04/2010 (4:17 pm)
I am also assuming you have not changed any of the advanced exporting or World Entity settings?

Check each surface where any brushes meet and be sure they are all in alignment. What we are trying to do is NOT make the BSP compiler decide where to make BSP splits, but optimize the geometry for the export process. Constructor do a very good job converting your geometry into BSP or DIF, but it is not always the most optimal, and a few times will lead to errors that you are seeing.


EDIT: Your computer desk IS intersecting one of the outside walls, that is one of the 'errors' I can see in the example pic.