Game Development Community

Constructor Exporting Bugfix Test

by Matt Fairfax · in Constructor · 09/26/2007 (4:34 pm) · 43 replies

Hey Guys and Gals,
I have been trying to fix a couple of the worst Constructor exporting bugs:

1) Collision not occurring on random surfaces
2) Having some zones not render or render incorrectly

I have run through all of the test maps I was sent and these seem to be fixed with my newest version but I'd like to get you guys to give it a pass to make sure (with your more complicated data).

You can grab the latest test version here:

www.rustycode.com/matt/Constructor.exe

Just drop it into your Constructor directory (be sure to back up your current executable first).

Let me know if it helps or hurts your problem exporting.

Thanks,
Matt

About the author

I am a Game Designer at PopCap who has worked on PvZ Adventures, PvZ2, Peggle Blast, and Bejeweled Skies. I am an ex-GarageGames employee who helped ship TGE, TGEA, Torque 3D, and Constructor.

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#1
09/26/2007 (5:15 pm)
I'm still seeing missing faces:
www.petesimard.com/images/screenshot_010-00001.jpg
This is what it looks like in constructor:
www.petesimard.com/images/bspError.jpg
I'm using export as dif and running 1.5.2.
#2
09/26/2007 (5:33 pm)
Right, this fix isn't meant to address missing faces.

It is meant to address missing collision on faces that do get exported and to address entire missing or incorrectly drawn zones.

As an aside note:
Every example I have ever been sent with missing faces has been something I have been able to fix with judicious use of detail brushes. That would be harder in your case if you were looking to portalize that Interior (since detail brushes can't be used to seal a closed zone) but I would recommend using thicker walls.
#3
09/27/2007 (5:23 am)
OK, I do not have any missing collisions, but I'm still getting entire portaled areas that disappear once you enter them. I'm still doing some testing...
#4
09/27/2007 (6:28 am)
Yes, entire missing areas are still taking place (entire portaled areas). In the one dif I'm using, it contains 7 portals. Usually, at least 2 will not render once you enter them. Which two tends to change with each export. It would not be unusual for a dif to contain upwards of 30+ portals, but do to the portal issues, I have broken my interior into several sections. Actually, now along with that, I'm getting sections of brush faces not rendering (which I was able to stop with the other exe)
#5
09/27/2007 (7:28 am)
First, I'd like to thank Matt for all his hard work on constructor and putting up with us in general.

Matt,

I haven't done extensive testing, but thus far its fixed all the problems I've had with #1.

"1) Collision not occurring on random surfaces"

Thanks again,

James
#6
09/27/2007 (12:37 pm)
Andrew,
I used your test data to test for the zones that won't render and everything is working fine:

www.rustycode.com/matt/andrew_inside.jpg
It does look a little odd when you are outside of your DIF because you painted all of the outside surfaces with NULL textures (little overkill there) and the inside surfaces are getting culled since you aren't in an attached zone (no portal from inside to outside). But that is expected behavior:

www.rustycode.com/matt/andrew_outside.jpg
Since I can't reproduce this on my own and the last test data you sent me works fine, I am going to need some new test data if I am to get to the bottom of this. Mind sending some along?

Thanks!
#7
09/27/2007 (7:40 pm)
I just tested this with a structure I was having troubles with and it worked great. The 1.0.3 version had the random collision problems like you mentioned (I just thought I was doing something wrong). I loaded it and re-exported it with your lastest test version and the random collision problems are fixed!

Thank you!
#8
09/27/2007 (8:16 pm)
I'll get somthing to you very soon. As far as the null texturing of the outside, old habits are hard to break (though I found not doing this with TGEA helps in afew ways). In all honesty, I'm alittle bit stumped with this issue. Ill re-re examine things to see if somehow I'm doing something wrong. I greatly appreciate your efforts, and patience.
#9
09/27/2007 (8:17 pm)
How timely. I just started learning Constructor yesterday and created a cheap boxy house just about 45 minutes ago. I was able to walk through the walls, but then realized the .map/reopen/export fix which solved my problem.

Now I found this thread and tried the new Constructor. Just as another point of reference, it resolved the problem with my very simple house and I can now only enter via an opening on one side.
#10
09/29/2007 (6:38 pm)
Matt,

email sent to you with a test dif/.map attached titled example2.

Andy
#11
10/02/2007 (10:34 am)
I'm going to have to back track a little here. I'm now noticing that I'm still getting missing collisions on random brushes when I am using the radial clone tool.
#12
10/02/2007 (11:28 am)
Send me as simple a test case as possible.
#13
10/02/2007 (1:16 pm)
EDITED IN: **This post concerns the default 1.0.3 exe. The newer exe crashes on export.**

Trying to make sense of this exporter has been making me head spin. oO
If I export the same map 5 times(1 after another), I receive 5 different output difs.

Also: - I have tested the files from Andrew Brady.
1. My first export attempt was broken
2. the second export was perfect...absolutely perfect. (I couldn't believe this)
3. 6 more attempts have been severely broken!!!
4. restarted constructor and used a freshly extracted .map files EVERY time and it all failed
... If this is a game of luck, I will never win.

I hope you can fix this Matt. ;|

P.S. Andrew, if you need that dif file in perfect form, I saved it...contact me: eb7898{a t}hotmail{d o t}com
// =============================
@ Matt, a part of me wonders why you can 'export' perfectly...while the rest of us struggle.
I have used loads of cad/game dev apps and I am baffled here without the source.

Could you walk us through what you do..or perhaps make a short video ?
#14
10/02/2007 (2:07 pm)
It seems to have solved my carving collision issues!
#15
10/02/2007 (5:00 pm)
@erb - Matt explained to me that if you have a portal intersecting a detail it will do that. Kind of annoying though since I have a problem with line traces all over if they aren't details.

Additionally, I may have found something and I wanted to see if some of you can check it. Try shooting one of the new exe buildings.
#16
10/02/2007 (6:02 pm)
Erb,

I loaded up examplebug.map, chose File->Export As DIF... and dropped it into a clean version of TGE 1.5.2 (I do have this fix applied) and TGE 1.0.3. Simple as that and never had any problem with it.

Ron,
I have fired the default Crossbow at my buildings quite often. There is one spot in the latest data that Andrew sent me where the bolt goes through the wall for some reason (I am looking into it) but it doesn't crash.


Andrew,
Your last data is definitely showing some kind of bug in TGEA. It works in TGE so I am not sure if it is a bug with the output Constructor is putting out or if it is a bug with how TGEA handles zones itself that only your data has revealed so far. Still looking into it.
#17
10/02/2007 (7:52 pm)
@Ron- The map in question contains no detail work (that erb is referencing). You are quite correct though, that a detail brush the crosses a portal will cause any number of visible issues. Making things inside.. or should I say, between the actual portals should not cause any issues. You might need to make some inventive cuts to accomplish most of what you need (most things detail while not crossing a portal). Something else to keep in mind, If you have two portals occupying the same plane, expect visible issues. The same plane means, simply put, if two portals overlap in any of your view ports (they appear as one, or almost as one). This is NOT a bug, but it is something you need to plan around, along with the detail issue.

On a positive note, I would like to comment that this engine handles tris/draw beautifully; I am very pleased in this area! The overall potential of TGEA is without question, high.

@Matt - If you require anything else, let me know.
#18
10/03/2007 (8:00 am)
Matt,

The .csx for my project can be found Here.

The third step in particular has funky collisions. You seem to be alright if you step on the center of it. But not if you walk on it's edges.

I would really appreciate any advice you might have.


James-
#19
10/03/2007 (10:04 am)
Matt,

I haven't tried your fix yet (I send you a 'box truck' to check a while back) on my building, but I just wanted to extend my appreciation for your hard work, and appologize if I've ever been too crabby about things not working. ;-) We know you guys work very hard, and we thank you... I thank you.

***

Now, on to test with my building.... and on that note, I also have a question. I do have one hallway within my building that has a door on each end, both going outside and both with portals. In one view, the portals overlap. Will simply offsetting the portals a bit (but keeping the doors in the same location) fix any issues, or do the portals (based on the isometric view) need to not overlap at all?

Also, we are using a "flashlight" (dynamic) in the level and we're having lighting issues, where turning on the flashlight blows out the scene.... wondering if this is related to the portal thing or something else. Here's what I know so far:
* Flashlight is a dynamic light, all others in building are not
* Anytime the flashlight comes on, the lighting is blown out on the screen, much worse in areas with static lights
* If I copy the building to another location (completely without lights), the flashlight works as intended, however...
* The flashlight works great in [u]completely[/u] interior rooms, but...
* If the player is in a zone (all of my rooms are portaled/zoned and working correctly) with an exterior door, the lighting is blown out, and in fact...
* If the player is within view of an outside door (doesn't have to be looking at it, just if the 'door can see the player,' so to speak), then the lighting gets blown out.
* The flashlight also blows out the lighting when outside
* Side note: I can be two rooms away from an exterior door, and as soon as I'm within the exterior door's view (this is thru two interior doors/zones), it still blows out.

My assumptions are that either this is a portalling issue, as zone issue, a sun & dynamic lighting issue, or something in the progammers' code for the flashlight. Any thoughts? Any help would be GREATLY appreciated.
#20
10/03/2007 (10:50 pm)
Hi Matt,

thanks for your constructor fix. Now i can "export to dif" my buildings with collisions.
BUT, there is no chance to use portals with the export to dif function!
When i place a portal in my buildings and start the export to dif function, then it makes *BOOM*.
All other exporter versions can't build in dts files. :(

export to dif : dts build in models vs no portals
xyz exporter : fine portals but no build in dts models

Alex
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