interior problems
by Nathan Martin · in Torque Game Engine · 09/04/2002 (2:53 pm) · 7 replies
Check out this screenshot:

How to a make the interior stop showing that misdisplay(or whatever) parts of the interiors when joining two together like that? As you can see it's quite a few interiors of the same model placed close together to form like a hall way. Now I need to fix those annoying parts to make it seem real.
Does anyone know how to fix this?

How to a make the interior stop showing that misdisplay(or whatever) parts of the interiors when joining two together like that? As you can see it's quite a few interiors of the same model placed close together to form like a hall way. Now I need to fix those annoying parts to make it seem real.
Does anyone know how to fix this?
About the author
By day I work as an embedded microcontroller programmer for mainly Blackfin MCU/DSPs, and by night, and free time too, I'm a hobbyist game developer.
#2
I've tried messing around with the null object portals and managed to keep the awful effects to a bear minimume, but I still cannot seem to completely get rid of the problem.
09/04/2002 (8:29 pm)
I have already tried that quite a few times and sometimes it makes it worse. So I'm clueless on what to do :(I've tried messing around with the null object portals and managed to keep the awful effects to a bear minimume, but I still cannot seem to completely get rid of the problem.
#3
You're just going to have to get the dimensions of the object and use the "position" field to make sure it lines up perfectly. Except in rare occurances, most interiors won't line up when you're moving it around with the mouse.
Just alter the values in the Mission Editor, and with some effort and a bit of luck that hall should look perfect!
09/04/2002 (9:19 pm)
The only time I've ever tried to "link" interiors I ran into a similar problem. You're just going to have to get the dimensions of the object and use the "position" field to make sure it lines up perfectly. Except in rare occurances, most interiors won't line up when you're moving it around with the mouse.
Just alter the values in the Mission Editor, and with some effort and a bit of luck that hall should look perfect!
#4
I'm just thinking if I did something horribly wrong in Quark when I made the interior. :(
09/04/2002 (11:32 pm)
Thanks Matt, I'll try that. :)I'm just thinking if I did something horribly wrong in Quark when I made the interior. :(
#5
I don't know how to nudge the interior inside the map. You might try going to the Torque Map Editor settings. It seems like there is a setting there for how much to move something, though I could be mistaken (never tried it).
Good luck...
Eric
09/05/2002 (12:25 am)
Does it do this all the way around so that you have a gap on bottom, top, sides? If not, perhaps that part is shorter than the rest?I don't know how to nudge the interior inside the map. You might try going to the Torque Map Editor settings. It seems like there is a setting there for how much to move something, though I could be mistaken (never tried it).
Good luck...
Eric
#6
09/05/2002 (7:57 am)
The problem is either the map brushes are not joined to begin with or, the vertex coordinates are not integer and map2dif is rounding them to integer (thereby they move out of position).
#7
In this case I agree with Matt, it looks as though you'll have to set the coords (X,Y,Z) manually in the editor. That's the only way for perfect linking of interiors.
09/05/2002 (8:24 am)
Another tip for easier adjustment, be sure the object is perfectly centered in the dev program (Quark/Worldcraft). Otherwise it'll rotate and adjust off center when using the mouse.In this case I agree with Matt, it looks as though you'll have to set the coords (X,Y,Z) manually in the editor. That's the only way for perfect linking of interiors.
Trevor "PointDestruction"