Game Development Community

contsructor outdated save and exports.

by Thomas Champion · in Torque 3D Professional · 12/29/2012 (9:38 am) · 12 replies

can someone please point me to where i can get better export plugins for the torque constructor.
I made a really nice model, took over 6 to 7 hours to make it. every way i could save i did.
Every time i put it in my game it had gaping holes in it or it made my game crash.i tried everything, grouping locking then saving/exporting with every way you can. its a great program just the save/exports are over 8 years old.

If there are newer plugins please point me to them. i have searched all day for them and cant find any.


EDIT:: whats wrong with the search. it just goes to loading and stays there for hours.

#1
12/29/2012 (10:11 am)
Having in mind that T3D supports DAE I wonder why people still use DIF?
#2
12/29/2012 (10:45 am)
What patch are you using?

The last patch was from 2009. Constructor 106 Patch

As for the holes, see this.

Quote:DIFs have partially been deprecated in T3D (inferior lighting and rendering for example) for years now. The export to collada option within the editor was added just so people could export/convert their old TGE/TGEa era Interiors.

It's best to move away from DIF. Also, good chance that DIF will be completely removed from Torque 3D MIT entirely.
#3
12/29/2012 (10:51 am)
Thomas, you might still have better luck using your Model ( made with Constructor ) with the old TGE engine.
Torque has evolved quite a bit since you've made that Model and exported it. Along with evolution of the engine comes broken or removed functions to make way for improvements.

If your using T3D but you want to import an old model from Constructor then I think your S.O.L, except that you can make your model again with something like MilkShape. I think MilkShape 1.8.5 is the recent stable release. Or you can use Blender and I think the latest release is 2.64.
There are other modeling programs that can export a Collada file for use with T3D, as well.
#4
12/29/2012 (11:22 am)
@Scott,
He has a license to T3D and not TGE. As far as I know you can't get licenses to TGE anymore.

@Thomas,
Can you get the constructor model into Blender? I have not used constructor enough to know what it exports. Blender import might be more forgiving than the T3D import.
#5
12/29/2012 (7:43 pm)
Ok after fiddling around a few more hours i made an amazing discovery.
We all know we can convert the difs in the editor now. so i did just that. then i deleted the dif from my game and added the dae model. The suprise is this, you can open the dae in the shape editor inside the editor and make all of the texture double sided. this fixed every problem.

No holes anywhere ,every texture exactly where it needs to be.
I had to keep in mind that even when we make hollow the walls are still 0.5 or 1 or whatever you want them to be. the clincher is this, they still have a hollow area in them even at 0.5. so making the texture double sided does not efect the texture you have under or over the one you are fixing.

@Scott with this way of fixing the defects i will still us the constructor. It is just way to easy to cut out windows and doors and make buildings with simplicity.


EDIT:: This works with AFX2.0 for T3D 1.2
#6
12/29/2012 (7:44 pm)
Glad you got it working!
#7
12/29/2012 (7:55 pm)
Thanks Britt

I did not want to export to lightwave then open in milkshape and fight with textures there and then export to dae. I have to remember to not over think problems. Maybe this will help some of the other newer people when they try to export and place in the game. The maptodif_tgea exporter works the best for 1.2
#8
12/29/2012 (8:01 pm)
dont know why it posted that 3 times.
#9
12/29/2012 (8:03 pm)
edit::
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Simular to this. Make a block hollow ,the walls are still hollow.
So the texture on the top goes directly under the top line. so the roof does not effect the ceiling. Anyway, thanks for the responces guys. I will still check out that blender thing. I have been following blender and quite a few other modelers since they were in diapers.

was trying to make a box, didnt work. hmmp.
#10
12/29/2012 (9:37 pm)
Blender has changed over the years. It does take some getting used to. Once you get the feel for it there are amazing things you can do with Blender.
#11
12/30/2012 (4:42 am)
I have been looking at the leadwerks sdk as well.It has a super fast render engine and shader support thats off the wall. You can have a forest as far as you can see with huge wind effects on the trees and ground with noticable frame loss our engine lag. Its going to be one of the top notch engines in the near future.
#12
12/30/2012 (12:39 pm)
Thank you for sharing that, Thomas, I didn't consider that possibility. :-)