Game Development Community

Everything about Constructor

by Apparatus · in Torque Game Engine · 09/15/2008 (11:21 am) · 92 replies

IGPSET0921975

This is the password for the Interior pack support files, now free to download for Torque SDK owners.

PDF Guide only.

Hi there

I thought about this for some time now and I think is time to take matters into our own hands. Following my previous plan / pack release I decided to take the Constructor documentation one step further. The nicest thing that can happen is a complete guide to Constructor book and a fully documented TDN Constructor section. A big plan but if we don't try, well..

All you need to do is list here every issue you might have with Constructor and / or ways you bypassed known bugs and successfully exported your Interiors.

So please keep this as simple as possible and do not deviate to other topics.

The least we can achieve is share information and be aware of what Constructor can do for our projects, limits and a few tricks here and there.

I will keep an eye on this forum and gather / organize all the data.

Have fun with Torque!

Apparatus
#41
10/12/2008 (12:49 am)
Bug: If you create a point light (this may happen with other lights i just didn't test it) and then delete it, do any undoable action, and then attempt to undo that action, the point light(s) will re-appear. However, the lights that have "reappeared" will not render, or show up in the scene tree, they will simply cast light in the scene. These lights cannot be deleted, or modified, and they are saved with the scene.

This issue occurs in the latest version and as far back as version 1.0.3.
#42
10/12/2008 (3:15 am)
Greg ~ there's a workaround for it; Select the light object from the tree browser (on the right) and then delete it; re-light the scene, and save. This works for me. As for not being able to edit the lights, this only occurred on my end after the last patch. However, you can simply edit the light properties from Entity Manager.
#43
10/12/2008 (1:23 pm)
Apparatus ~ Unless I am misunderstanding you what you are saying wont work with the issue because once the lights "reappear" they don't appear in the scene or in the tree browser.

The reason I said I couldn't edit them was simply because there was nothing to select.

However, you are correct about being able to see them in the entity manger, and you can re-delete them from there as well. I hadn't thought of that.

Also, when you save the scene and then reload it the "invisible" lights show up in both the scene in and tree browser.

Anyways, the fact that I can see them in the entity manager should let me work around the issue fairly easily. Thanks.
#44
10/12/2008 (3:35 pm)
Bug: Using "Reload All" from the materials drop down or by hitting the button in the texture browser temporarily screws up the light maps by applying the wrong texture to them (instead it uses the UI texture or something random like that), and permanently screws up DTS textures until the scene is reloaded. The only way I have found to refresh textures is by closing and reloading the scene.
#45
10/12/2008 (4:30 pm)
BUG: The sphere tool.
Make a sphere -> cut/knife/slice -> Constructor sometimes quits/crashes.
Make a sphere -> Hollow -> fails on anything less than a setting of 0.8. That is using a default sphere. A more detailed sphere (Sides/Sections) requires that the hollow setting be even greater. At a certain point depending on sphere size Hollow fails completely.

TIP - HOWTO: CUT/KNIFE/SLICE a sphere primitive
DO NOT MAKE YOUR CUTS ON THE WIREFRAME OUTLINE OR GRID LINES

TIP - HOWTO: hollow a sphere
For a low detail hollow sphere simply Subtract a smaller from a larger one. But that doesn't work for a highly detailed sphere, in fact Constructor doesn't like more than one highly detailed sphere primitive in the scene at once. To get around that make a slice somewhere following the tip above. Then Subtract a smaller sphere from a larger. Once you slice a sphere I suppose it's not considered a primitive anymore?

Once a sphere is hollowed or has enough cuts in it you can Cut/Knife/Slice to your hearts content.

TIP - HOWTO: texture a sphere or a dome.
For best results I've found it's best to texture the sphere primitive as a whole before making cuts or hollowing operations. In fact go ahead and set a texture and the texture scale as you make the primitive. After clicking make then select all faces and click the WORLD Texture Alignment button. But that's really a judgement call as I was using a texture that didn't have lines in it. For bricks or tile like patterns you're on you own.

BUG
MANUALLY MAKING A SPHERE/DOME
It is possible to make domes and spheres by hand block by block. It's tedious and boring but you do end up with fewer total brushes than the sphere tool ends up with if you elect to perform any sort of Hollow or Subtract operation on it. The BUG comes from capping the top of a dome. Once I cap it, using either one cylinder or multiple radially cloned pie shaped brushes, I can't select faces or brushes. UNLESS I hide the "cap", and then selecting faces or brushes either one works fine.
#46
03/06/2009 (7:28 pm)
Thanks for posting. I will read it later.
#47
03/20/2009 (4:06 pm)
Is that Interior Guide Pack still available? If so where can I get it? I tried http://www.editmygame.com/ but there is only an index.png there with no working links on it (I tried firefox and IE).

Thanks
#48
03/20/2009 (8:46 pm)
Gerry ~ send me an email, I will drop you a download link.
#49
03/21/2009 (1:25 am)
@Apparatus - I would like the Interior Guide Pack as well please, but your site is locked out at the moment. Could you send me a link to admin AT drewfx DOT com please?
#50
03/21/2009 (9:08 am)
My email is
hermetic AT telus DOT net


Thank you
#51
03/25/2009 (4:27 pm)
Constuctor keeps crashing on me when I try to copy the sewer intersection from Tim Astes content pack. I have 10 segments in one scene. Is this too much for constructor to handle, or is this an issue that's already known? If there is any sort of a fix for this I would greatly appreciate it.
#52
03/25/2009 (7:11 pm)
I don't know anything about that content pack and still have a lot to learn about constructor but while you are waiting for someone who knows what they are talking about to show up I might suggest a couple things.

Make sure nothing is overlapping.
Try loading one segment to see if that works and work up to more complex scenes.
Check the console.log file in the constructor directory to see what error messages it has... maybe try this last one first.
#53
03/26/2009 (1:48 am)
You have also a console inside constructor.
It's the same key like TGE/A has.
#54
03/26/2009 (8:26 am)
Okay I have installed the 1.5.1 patch correctly. Everything seemed to work great now I cant bring in the intersection sewer segment because it says 8 brushes were malformed. In 1.3.0 it did this for only one corner. Is there something that I can do to make it recognize the brushes? Is there any additional patches or work arounds that I can utilize?
#55
03/26/2009 (1:03 pm)
What is the difference between the exporters? I have tried mapToDif for TGEA and when I try to drop it into the game it crashes. I tried the Legacy exporter and it crashes in the game. Every Exporter I have crashes or the complete model doesn't appear, it's all in pieces.
#56
03/26/2009 (3:18 pm)
@Chris Corte-Real - there are some issues dealing with older DIFs and MAPs which are easy to solve in this case. Can you post the order in which you perform the operations and I will copy it and see where the issue arises.
For example.
1. Load segmenrA.map - move here
2. Load segmentB.map - move here
3...
10... export a TGEA legacy (blah blah)

... and tell me the error you get and when it crashes.
#57
03/26/2009 (7:02 pm)
@ Andy Hawkins - I loaded three pieces into separate scenes because I don't know how to bring in multiple models.
1. Strait Sewer segment
2. Corner segment
3. Intersection Segment
4. corner segment
5 corner segment
6. intersection
7. I made a custom end cap to close piece of intersection.
8. corner segment
9. series of strait segments 5 total

I get a crash after the first three segments are added.
I copy entire segment and then crash.
I have cleared the undo memory, this doesn't help.
After each crash it lets me add new piece then I save it.
When I go to copy next piece, crash.
The message I get is " Windows has encountered a problem and needs to close. Sorry for the inconvenience. Blaa,Blaa,Blaa" it is the typical windows crash message. Could this be a windows clipboard issue?

Ok! I tried to repeat the process in constructor on my laptop and had no problems, except for a black screen when it was crunching some serious bytes.

Are there any known issues with XP SP3 thats what I run on my desktop?
#58
03/26/2009 (7:10 pm)
It sounds like you are running out of memory. Constructor eats memory like it's going out of style. How much do you have? Do you have a swap file?
#59
03/26/2009 (7:24 pm)
Jami- I have 2 gigs of ram, and excuse my ignorance but I don't know what a swap file is.
#60
03/26/2009 (8:19 pm)
Must not be it then, that's definitely plenty. Were there any messages in the console.log?
For the prefabs, you can put the map files in the prefab directory. This is loaded at startup time - you can then add them by going to the prefab tab and selecting them.