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
#61
03/27/2009 (1:38 am)
@Chris - does sound like you are running of RAM - but I will try what you have done tonight. I think the way forward though is to load one at a time, export as csx and close each one until done. Shut down Constructor and then load the csx versions and try what you were doing but with the 'cleaned' versions.
#62
03/27/2009 (9:03 am)
Andy & Jaimi - I changed all the files to csx. When I tried to put all three into one file it crashed again. I started with the intersection file opened then copy and pasted the strait section. I closed the scene for the strait section then opened and went to copy the corner section and it crashed. the entire console log is here:

www.mediafire.com/?wkettwndvby

And I still can't export to TGEA with any of the provided exporters.

#63
03/27/2009 (11:09 am)
@Chris - Did you try using them as prefabs? Anyway, Zip up the three csx files, and email them to me. I'll see if I can duplicate it while running under the debugger.
#64
03/27/2009 (3:25 pm)
Typically Tim Aste's older content had a bug with the worldspawn. Check to make sure it's set when initially opening the map before exporting as csx.

Also make sure the detail level is set and they are of type 'structural'. Select all and check all these items in the pic.

www.mediafire.com/imgbnc.php/05797cd50bb6574c687436ce7d816b665g.jpg
#65
03/27/2009 (3:53 pm)
Here's some more notes on my findings...

Fixed it.

It was opening .map files that didn't contain world spawn data.

I realised this when I looked at the .txt file generated after the export.

C:/Torque/TGE_1_5_2/example/game/data/interiors/Buildings/BuildingA/bda.dif

Constructor Version: 1.0.3

Date: 2007/10/01 12:57:10

Detail Level 0

  Zones:         1
  Points:        0
  Surfaces:      0
  Null Surfaces: 0
  BSP Nodes:     0

  Textures From Brushes:
    -- None --

  Static Meshes and Textures:
    -- None --

I selected a brush from a working cube I made, and in the properties for the object in Constructor it said Structural.

I check all brushes from the original building and they were all set to 'other'

I selected all and changed to 'Structural', the parent changes to 'worldspawn', I then exported and I got this...(the clue that it's working it takes longer to export)

C:/Torque/TGE_1_5_2/example/game/data/interiors/Buildings/BuildingA/bda.dif

Constructor Version: 1.0.3

Date: 2007/10/01 13:00:24

Detail Level 0

  Zones:         1
  Points:        7668
  Surfaces:      3404
  Null Surfaces: 0
  BSP Nodes:     7057

  Textures From Brushes:
    CONCRET3
    RTBRICB_DK
    CONCRETE4A
    RTBRICB_DKTR
    CRETE32B
    CRETE41
    RTBRICB_DKPIE
    RTBRICB_TRIMMLE
    B_03
    CRUSTDOOR2
    ALG-BRICK
    METWALL02A

  Static Meshes and Textures:

    -- None --

Almost working - no LOD - ... so I went to the source and did this...

Open the .map file in notepad and add "classname" "worldspawn"
right after the first { for all map files (LOD) _0, _1, _2 and _3

Then I exported using File->Export Dif - and I got a building but faces were flipped and LOD wasn't happening.

So finally I used File->Export->Map2Dif supplied with Constructor 1.0.3. Initially I tried to run it from where Constructor was installed but it said "can't find Program..." meaning it couldn't handle spaces to locations such as "C:\Program Files"

So I moved map2difplus to C:\Utils remapped the location by editing it in Constructor, ran it and got a working dif with LOD. Whew!!!
#66
03/27/2009 (4:10 pm)
I put fixes in Constructor 1.051 especially for this - It will load these files without having to modify them, and create the Worldspawn for you.
#67
03/27/2009 (5:31 pm)
I can't get the light properties to work in 1.051 - I add a point light, try and change it's numerical value and it stays the same.
#68
03/27/2009 (6:32 pm)
Instead of using the properties area on the left side go under the menu item: Scene > Manage Entities...
and change the properties there.
#69
03/27/2009 (8:42 pm)
@Andy - Sorry, I thought I fixed that. I really need to put up the new update (1.06).
#70
03/28/2009 (12:18 am)
Quote:I can't get the light properties to work in 1.051 - I add a point light, try and change it's numerical value and it stays the same.

FIX: $timescale = 0;
#71
03/30/2009 (11:36 am)
Andy- I just want to make sure That this is what I need to do. Change the original map files to include LOD. Then open them in Constructor, then save them as .csx files. Then after that put them in my prefab folder to use them. After that will they export properly or do I need to remap the map2difplus exporter like you did?

Michael - Where does that fix go?
#72
03/30/2009 (11:50 am)
@Chris: type it in the console when you want/need to tweak the light settings.
#73
03/30/2009 (12:29 pm)
@Chris - LOD is only in the output DIF.

Load the map file, and save the map file as a CSX. Place it in the prefabs folder to load it as a prefab.
#74
03/31/2009 (8:38 am)
Jaimi - I have saved them and placed them in the prefab folder. Now the intersection shows up with no textures just the yellow and blue error checkerboard. The others show up the way they should. Also do you know how to get the preview pictures to work. I created the same sized pictures of the pieces but they don't show up either only the blue tea pot.
#75
04/01/2009 (6:26 am)
I'll have to dig into the code to see if I can figure out why the prefab pic isn't working. I personally never bothered to make one, since you can hover over the button and see the name.
#76
04/07/2009 (8:18 am)
@Chris - sorry lost track on this. How is it going?
#77
04/08/2009 (7:34 am)
@ Andy-Still not getting it to work properly. When i export many of the brushes don't appear. Also after saving the intersection as a dif and dropping it into the constructor prefab folder it now has no textures and apears twice with a small offset going left and right and sometimes just up and down. It is very strange I deleted the dif and tried again with the same end result, it's kind of agravating.
#78
04/11/2009 (8:34 am)
A meta comment. You probably want to change those textures you're using in the document. I'm sure you know where they are from, and what that company's SDK policy is...
#79
04/11/2009 (8:44 am)
@tim are you referring to my log outputs above? These are from the pack. Am I not supposed to publish the texture names in a forum?
#80
04/11/2009 (8:55 am)
@Andy - the PDF file is full of screenshots using Valve's Half-Life 2 textures.