Where is Matt with fixes for constructor?
by Alex Anderson · in Constructor · 01/09/2008 (5:27 am) · 36 replies
The last post of Matt on 27.Dec.2007 : "Happy Friday from GG Tech 'n Tools!!!"
About the author
#2
01/10/2008 (8:23 am)
And who fix the bugs in constructor?
#3
EDIT:
There may be others, but C'tor has long been Matt's baby.
01/10/2008 (8:33 am)
Matt, when he has time and other projects aren't kicking him in the head.EDIT:
There may be others, but C'tor has long been Matt's baby.
#4
My model with detailbrushes crash export to dif, export to legacy dif and map2dif plus tge!
When i delete alle detail brushes , then export to DIF work ...
01/10/2008 (11:08 am)
Its not funny for me to compile a complex model when all map2dif modes complete crash!My model with detailbrushes crash export to dif, export to legacy dif and map2dif plus tge!
When i delete alle detail brushes , then export to DIF work ...
#5
01/10/2008 (11:14 am)
Then to me at least it would make sense to break your model up into smaller sections? You are almost certainly generating too many vertices with such a complex models.
#6
01/10/2008 (12:20 pm)
I keep seeing people having problems with detail brushes but I can't seem to replicate them. Most of my tests aren't complex (trying to find the common errors).
#7
You wish to see the errors yourself? Make a cube subtract a cube from the side of the first cube, do this a few times. OR, make a tall rectangle handle the top face, and resize the hight a few times. AND LAST, select a few brush and move them around a bit. Each example above will seem to be working fine, but at some point the DIF will stop exporting correctly. If you actually expect to build and export something complex, dont use Constructor. BUT if your very careful and think about what your building, so there is not alot of fussing around, Constructor quite often will not mess up at all. But for the sake of development speed, you can wast many hours trying to get Constructor to behave itself, OR you could use that same time to learn a more stable BSP editor.
It is sad how Constructor seemed to be dumped from the day it was born, it is also sad that the GG people never seem to have any problems with it. But it is most sad that many people are expending great amounts of time on a very dead horse and wondering why they are not getting anyplace.....
01/10/2008 (2:43 pm)
I hate to keep saying the same things over and over. I dont build ANYTHING in Constructor. I use QUARK. Everything i have built in QUARK exports great. It will most often import into Constructor for light and texture placing then exports FROM Constructor just fine, as long as i dont use any of the DTS junk, and watch my zones VERY carefully. I have said it before, and here i go again; Constructor have fundamental flaws deep in the way its doing BSP math, (then lump on top of that a bunch of other little flaws, what do you get?).You wish to see the errors yourself? Make a cube subtract a cube from the side of the first cube, do this a few times. OR, make a tall rectangle handle the top face, and resize the hight a few times. AND LAST, select a few brush and move them around a bit. Each example above will seem to be working fine, but at some point the DIF will stop exporting correctly. If you actually expect to build and export something complex, dont use Constructor. BUT if your very careful and think about what your building, so there is not alot of fussing around, Constructor quite often will not mess up at all. But for the sake of development speed, you can wast many hours trying to get Constructor to behave itself, OR you could use that same time to learn a more stable BSP editor.
It is sad how Constructor seemed to be dumped from the day it was born, it is also sad that the GG people never seem to have any problems with it. But it is most sad that many people are expending great amounts of time on a very dead horse and wondering why they are not getting anyplace.....
#8
01/10/2008 (2:57 pm)
My problems with contrustor is when i load up some DTS models on a hollow cube, give it a light, and try to export. I may be hitting some vertex limit, but i thought there wasn't one.
#9
Weird.
01/10/2008 (3:10 pm)
Damn, Ramen. I'm not sure if my test had the same results as yours...but it was strange. I created a big cube, hollowed it (0.5) and put the DTS test crate in it with an omni light. I just used a blue texture. I used Export to DIF and everything exported fine. I loaded it up and put it in the mission. Everything outside of the box is blue, like it should be. But once I move inside the box, it is as if there are no textures. Just an outline of the box (if selected).Weird.
#10
01/10/2008 (4:42 pm)
If you can send me a map that is guaranteed to crash, then I will see what I can do.
#11
I had take a look on Quark for any weeks, but its a very "other" workstyle. I had many problems to add my textures into the editor...
@jaimi
Many thanks, i will send you a crashmap.
01/10/2008 (11:53 pm)
@cayloI had take a look on Quark for any weeks, but its a very "other" workstyle. I had many problems to add my textures into the editor...
@jaimi
Many thanks, i will send you a crashmap.
#12
After practiced for a not short time, also with the help from the m8s in this forum, finally I can build detailed things with less leak point, but it cost me more energy to be careful with every step.


Constructor ought to be a good software, if GG can do more work on it.
01/11/2008 (1:32 am)
I think the problem of the Constructor is it allows too many digits after the decimal point which make the Snap to Grid never snapped seamless.After practiced for a not short time, also with the help from the m8s in this forum, finally I can build detailed things with less leak point, but it cost me more energy to be careful with every step.


Constructor ought to be a good software, if GG can do more work on it.
#13
If my hotmail account won't accept the attachment, send it to jaimi@aztica.com
I have time this weekend to look at it, so the sooner you can get it to me the better.
Jaimi
01/11/2008 (12:58 pm)
@alex If my hotmail account won't accept the attachment, send it to jaimi@aztica.com
I have time this weekend to look at it, so the sooner you can get it to me the better.
Jaimi
#14
That is very nice, looks like it was hard work. Are you making an RPG?
01/11/2008 (12:59 pm)
@Sun YuThat is very nice, looks like it was hard work. Are you making an RPG?
#15
01/11/2008 (3:58 pm)
Also, build a tube maybe 12 by 12 by 12 and give it 60 sides. Hollow it to 0.5 and save. Then reload and there's 0% chance that you can escape Constructor's 'Malformed brushes' wrath.
#16
01/11/2008 (4:12 pm)
60 sides is asking alot from any BSP editor...
#17
Thanks. It really cost some time, it includes incline wall with corner piece. I am making an FPS. ;)
01/11/2008 (4:24 pm)
@JaimiThanks. It really cost some time, it includes incline wall with corner piece. I am making an FPS. ;)
#19
My take on this is that hollowing it is creating a ton of "micro brushes". These are fine when they reside in memory, but when they are serialized to XML they lose precision. At load time, the precision lost leads to non-planar faces (etc).
What do you think it should do at this point - Give you the option to ignore all other malformed brushes, or stop loading the map, or both options (or something else)?
01/13/2008 (8:33 am)
Quote:
Also, build a tube maybe 12 by 12 by 12 and give it 60 sides. Hollow it to 0.5 and save. Then reload and there's 0% chance that you can escape Constructor's 'Malformed brushes' wrath.
My take on this is that hollowing it is creating a ton of "micro brushes". These are fine when they reside in memory, but when they are serialized to XML they lose precision. At load time, the precision lost leads to non-planar faces (etc).
What do you think it should do at this point - Give you the option to ignore all other malformed brushes, or stop loading the map, or both options (or something else)?
#20
01/13/2008 (9:08 am)
Ignore them- they convert fine. Constructor is just to picky.
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