Constructor 1.05 for Windows
by Jaimi McEntire · in Constructor · 05/31/2008 (8:33 pm) · 51 replies
Constructor 1.05 is released on the TDN Page:
tdn.garagegames.com/wiki/Constructor
Here is what is new:
1. Brush selection is now signifantly faster (problem in notification code)
2. Ability to reset brushes from the brush properties page. This completely rebuilds the brush
and resets the texture information. This can fix junk brushes. Note that brushes that
are way out of whack may not be able to be fixed, and may result in wildly out of control
faces. You will need to delete these, they will cause export errors anyway.
3. Ability to Correctly load all LOD's for a map at one time (File/Open File Set).
4. Some additional minor bugs/changes (did not document - Sorry!).
Of all of these, #2 is probably the most important -- this should fix all known errors on a brush, if it is fixable. I loaded all of the problem maps that people have sent me, and this fixed every single brush, except for one. And this brush was a known bad brush causing export errors (I save the bad maps with export errors so I can test).
tdn.garagegames.com/wiki/Constructor
Here is what is new:
1. Brush selection is now signifantly faster (problem in notification code)
2. Ability to reset brushes from the brush properties page. This completely rebuilds the brush
and resets the texture information. This can fix junk brushes. Note that brushes that
are way out of whack may not be able to be fixed, and may result in wildly out of control
faces. You will need to delete these, they will cause export errors anyway.
3. Ability to Correctly load all LOD's for a map at one time (File/Open File Set).
4. Some additional minor bugs/changes (did not document - Sorry!).
Of all of these, #2 is probably the most important -- this should fix all known errors on a brush, if it is fixable. I loaded all of the problem maps that people have sent me, and this fixed every single brush, except for one. And this brush was a known bad brush causing export errors (I save the bad maps with export errors so I can test).
#22
I said it was hanging up bad, but the only reason is first thing this morning I wanted to copy and paste quite a few brushes it just happens to be (one) place it's hanging up. It's not as bad as I was leading on...but copying and pasting a brush is hanging up pretty bad..
it just locked up when I deselected a face, first time on that one...
06/03/2008 (8:29 am)
@Jaimi...ok, so far it is just in two places, on the reset brush function (but it only hangs up in the entire scene) if you know what I mean, if you copy the brush you want to reset to another scene, it's fine. The other place it hangs is when copying and pasting brushes in the entire scene, I'm having to do the same thing when editing a brush, copy and paste in another scene to edit and paste it back in the original scene..I said it was hanging up bad, but the only reason is first thing this morning I wanted to copy and paste quite a few brushes it just happens to be (one) place it's hanging up. It's not as bad as I was leading on...but copying and pasting a brush is hanging up pretty bad..
it just locked up when I deselected a face, first time on that one...
#23
06/03/2008 (11:18 pm)
@Jaimi...I don't think anything is actually hanging, I've noticed things are just operating more slowly. The undo function really takes much more time than before....
#24
As well, Constructor hangs for like 10 minutes when I select vertices, move them, then undo, and then select them again.
06/04/2008 (9:58 am)
Every time I Copy or Cut brushes, the editor crashes.As well, Constructor hangs for like 10 minutes when I select vertices, move them, then undo, and then select them again.
#25
06/04/2008 (10:23 am)
Thanks for the reports - I honestly can't think of anything I did to affect the undo system. I should be able to work on this again this weekend, I'll get to the bottom of it then.
#26
06/05/2008 (8:45 am)
Reset brush function definitely does not effect textures at all. I have tried the function on every build I have and I can't get it to effect the textures at all. It doesn't seem to be doing anything as as far as texturing is concerned. I have lost a day full of work hoping to rely on it by resetting about 50 brushes and texturing with the brushes in place. I have to delete all the brushes and texture them before setting them in place. Rotating will ultimately kill the texture if you reach a certain limit. I have not found that limit yet but I know you don't have much freedom with keeping the texture valid with the rotation, of course this is where 'Reset Brush' would come in handy.
#27
06/05/2008 (12:43 pm)
@ Jaimi...As much as I've tried I simply can't use the new update, I'm using an older version until 1.05 gets tweaked up a bit..thanks for doing all of the hard work for the updates Jaimi...I hope you can figure out all the kinks without much headaches...
#28
But yah great job so far, Did they ever give you the source to make these changes? It would seem as they did. But if they havent. You should be given the full time constructor position.
06/05/2008 (12:59 pm)
Well its not that bad though, so far its every other release. 1.0 was great that we finally had a tool, 1.0.1, lots of buggyness, 1.0.2 much better, 1.0.3 initially a lot of buggyness. 1.0.4 really nice. 1.0.5 lots more speed, but some cokyness. lets see 1.0.6 will have what.. new prefabs, a few more scenes maybe? a better sphere tool? ( god, make that one a request, spheres are just horrible in constuctor.)But yah great job so far, Did they ever give you the source to make these changes? It would seem as they did. But if they havent. You should be given the full time constructor position.
#29
06/05/2008 (1:35 pm)
Yes, Jaimi has the source to Constructor.
#30
06/05/2008 (3:00 pm)
Can you get Mark to give Jaimi the source for the Marbleblast Map2Dif? We've wanted it compatible with mac for quite some time now..
#31
The reset brush deletes the faces and completely rebuilds them, and resets the textures to the default world alignment. This was because it's easy to destroy brushes by rotating or scaling the textures too much. In theory, it should just be putting it back to default.
On the roof you were having trouble with, I assigned a roof texture of size 512x512. Then, I reset the brush. I then rotated the 4 top faces, so the roof texture was facing the correct position( -90, 0, 90, 180), and then scaled them all down so the were the same size and approximately correct texture scale (smallest was 0.15, largest was 0.8). At this point, I was still able to shift the textures on the X/Y plain, and everything looked fine.
Since I don't have your textures, perhaps it is an issue with those? Maybe your texture scale is so different than your building that it is needing to be scaled down too much - what size are you using? Maybe I can't duplicate the issue because I have "perfect sized" textures...
06/06/2008 (9:36 pm)
@Meyou - The reset brush deletes the faces and completely rebuilds them, and resets the textures to the default world alignment. This was because it's easy to destroy brushes by rotating or scaling the textures too much. In theory, it should just be putting it back to default.
On the roof you were having trouble with, I assigned a roof texture of size 512x512. Then, I reset the brush. I then rotated the 4 top faces, so the roof texture was facing the correct position( -90, 0, 90, 180), and then scaled them all down so the were the same size and approximately correct texture scale (smallest was 0.15, largest was 0.8). At this point, I was still able to shift the textures on the X/Y plain, and everything looked fine.
Since I don't have your textures, perhaps it is an issue with those? Maybe your texture scale is so different than your building that it is needing to be scaled down too much - what size are you using? Maybe I can't duplicate the issue because I have "perfect sized" textures...
#32
I think the cokyness is fixed in 1.051 (I didn't give it a full bump since it seemed like such a small update). I think that the problem was having to do the cleanup and reload of the brush tree (had to be done after reset because the faces had new ID's).
06/06/2008 (9:41 pm)
@Edward: I think the cokyness is fixed in 1.051 (I didn't give it a full bump since it seemed like such a small update). I think that the problem was having to do the cleanup and reload of the brush tree (had to be done after reset because the faces had new ID's).
#33
06/07/2008 (6:22 pm)
@Jaimi...yes, my texture is 512, I have done the rotation the same. My scales are not exact to yours but they are close. I'll update to 1.5.1 and see what happens...thanks jaimi...
#34
06/16/2008 (1:21 pm)
I don't know if this is a known bug. But when I save a map file in 1.0.51, all the portals i have in the map file shrink and move to another place when i reopen the files again.
#35
Hmmm.... that may be a bug. The portals were specifically changed in 1.04 to allow for transformations of the portal brush. (It could select the wrong side for the portal due to the brush being transformed, this led to broken zones). It could be that the map saving code is pulling transform data from somewhere I don't know about, and double-transforming the portal. I'll look into it.
06/16/2008 (1:32 pm)
@MC Szeto...Hmmm.... that may be a bug. The portals were specifically changed in 1.04 to allow for transformations of the portal brush. (It could select the wrong side for the portal due to the brush being transformed, this led to broken zones). It could be that the map saving code is pulling transform data from somewhere I don't know about, and double-transforming the portal. I'll look into it.
#36
I took a screen shot of the problem. Here: i27.tinypic.com/2iqmtdy.jpg
It seems to select all the portals and resize and transform them.
More testing: Even though the portals are transformed, but when I tried to export them out as dif file, the log file still says zones are working.
06/16/2008 (2:05 pm)
@ JaimiI took a screen shot of the problem. Here: i27.tinypic.com/2iqmtdy.jpg
It seems to select all the portals and resize and transform them.
More testing: Even though the portals are transformed, but when I tried to export them out as dif file, the log file still says zones are working.
#37
I had that problem but a clean install (instead of patch upon patch upon patch) of Constructor seems to have fixed it. Also, it doesn't seem to happen using the .csx format, just .map, so try using csx for building and then save as a map just for export.
07/08/2008 (2:15 pm)
@MC SzetoI had that problem but a clean install (instead of patch upon patch upon patch) of Constructor seems to have fixed it. Also, it doesn't seem to happen using the .csx format, just .map, so try using csx for building and then save as a map just for export.
#38
07/29/2008 (11:49 am)
Thanks
#39
- "Snap to Grid" when a user Scales
07/30/2008 (2:16 am)
Not sure where to post Feature Requests, but I need the following to work- "Snap to Grid" when a user Scales
#40
I just downloaded and installed the 1.0.51 patch. I've deleted the version.cs.dso file as required. Yet the construtcor is still coming up as "1.0.3" and the .dso file is not being re-created. I've confirmed that the .cs file is for version 1.0.51. Any ideas as to what's up? I'm a bit concerned here...
Thanks,
Robert Allen
mailto: rallen@devry.edu
08/13/2008 (5:34 pm)
Long time reader, first time poster :)I just downloaded and installed the 1.0.51 patch. I've deleted the version.cs.dso file as required. Yet the construtcor is still coming up as "1.0.3" and the .dso file is not being re-created. I've confirmed that the .cs file is for version 1.0.51. Any ideas as to what's up? I'm a bit concerned here...
Thanks,
Robert Allen
mailto: rallen@devry.edu
Associate Jaimi McEntire
King of Flapjacks
Man, what a time for my computer to go out! Sorry about this everyone!