Game Development Community

Purple Orc ?

by Hewster · in Torque Game Engine Advanced · 09/13/2006 (5:21 pm) · 3 replies

OK, so I've just started porting my "geomatry" over to TSE from TGE & Quake III,
and have found an odd issue where the Ork (copied dircetly from the demo" suddenly
get a purple tint... seems to happen in confined structual difs...
some pics:

www.the-wildwest.co.uk/files/torque/tse/forum/purple_ork_01.jpg

This image shows the problem I'm talking about.. notice he is now pushed into the corner,
and the purple tint occurs (all brushes in the model he is in are "structual" )

www.the-wildwest.co.uk/files/torque/tse/forum/purple_ork_02.jpg
Is this an issue with "zones" ?

Hewster

BTW we really should get these forums up to date (in terms for ability... I mean there is not even a single "sticky" here !! ),
they are IMHO very arcaic (spelling lol)
its like posting on forums 10 years ago :/

#1
09/14/2006 (7:23 am)
An update just went out to cvs that includes changes to map2dif, try pulling those down and recompiling the interiors with it. Prior to the update the light maps didn't have border pixels and the unused areas were green and purple (which is what you're seeing).
#2
09/14/2006 (11:30 am)
Thanks John, will try and let you know :)
#3
09/16/2006 (1:46 pm)
I had been using the map2dif_plus, and to get my models through the map3dif
(compiled from the latest head) I had to put my maps through hammer, then convert,
otherwise map2dif crashed big time. (was using radient & QUARK)

However, indeed this problem goes away when using the latest map2dif
(now we need the map2dif_plus updating.... mr.fairfax ?)

Thanks again for the responce Jphn (and for your great work on the lighting system in TGE & TSE)

Hewster