Jaimi: If I could request only a few features fixed/added, it would be these:
by Perishingflames · in Constructor · 01/16/2009 (3:10 pm) · 40 replies
Jaimi,
I have a few suggestions that I believe are very important for constructor. I know its not your job to code for constructor, but you are the only one who has been willing to help.
-The CSG subtract tool. It makes some pretty bad geometry, especially when you subtract a cylinder into another. This produces errors in a lot of the older versions of map2dif needed for use with some games based on older versions of Torque. Basically, it produces many more brushes than necessary, and much smaller brushes than it should. Smaller brushes = more likely for conversion errors in older versions of map2dif still used by many people.
-Extending faces. Often times when you have built a brush on a slant (well, a slope to say) you need to make it longer or shorter. In quark, you can simply select the side face and extend it. However in constructor, it extends it but messes up the angle it is at. You have to bring it back down to flat, extend it, then angle it upwards again for it to do this correctly. This probably conflicts with Constructor's technique of fitting the faces to the brushes, so this one would probably be a bit more complicated to code, I assume.
-Pie slices. When creating cylinders, there should be an option to create it as pie slices. So for example if you had a cylinder with 16 sides, each pie slice would have an angle measure of 22.5 degrees (360/16).
Additionally, if the pie slices option is checked, it should let you select hollow values (x, y, z) (imagine creating two different cylinders with pie slices, one slightly smaller size than the other to create a tube, and csg subtracting the smaller from the bigger just to leave the difference in the sizes there).
Continuing with this, the hollow tool/csg subtraction tool would also have to be fixed. Currently, if you try to csg subtract something from a bunch of pie slices, it still produces bad geometry rather than acting as if the brush being subtracted from was pie sliced, and subtracting it slice by slices, simply cutting each pie slice shorter. The hollow tool I would assume would need to be fixed as well to do the same.
-Cycling through occluded brushes. In quark, there is a nifty feature that lets you cycle through brushes if some are occluded. You click in the area that the occluded brushes are multiple times until it selects the "hidden" brush inside. Constructor doesn't let you do this and only selects the outer-most brush; and thus to select the occluded brush, I usually have to move the camera inside the outer brush to select the occluded brush. Not fun.
Thanks a lot for considering (and hopefully following through with) these.
Additional Bug Fixes / Feature Requests (Not Top Priority) - Using current Mac 1.0.4 build
-When a brush is selected, you cannot change the camera center (well, location) in the top or bottom views.
-Usually upon importing a fair amount of textures from a directory, constructor crashes, and upon reopening they are all there. I do not know if this a a problem with the textures such as a size that is not a power of 2 (even though I sorted through them, and they all are), but it would be nice to do some basic checks on them and give error warnings before importing if it may crash.
-Ability for constructor to save your sun settings on .map. I understand that .map files do not store any environment settings (well, bare minimum) but it would be nice if Constructor was able to save default sun settings just for building purposes. Every time I open a .map to work on, I have to change the sun settings from their blinding current values to duller, darker ones.
-View tab. I really am not sure what the heck is going on there, but it seems very little. Instead of those odd options going on there, a nice option would be to center the camera on the selected brush in the perspective view. Often when I load a map I need to work on a specific area of the map, and I have to zoom in for 10-20 seconds just to get there so I can see the brush clearly.
-Ability to export/import layouts. Constructor currently lets you save and choose layouts for use when you make them yourself, but there really isn't an easy way to use layouts made by others. Yes, you can just pass around the config.db file, but you basically can not cut and paste from it to add the specific one you want, and instead have to overwrite all your current layouts with the new file. This poses a problem if you want to a collection of different layouts from others to use- you would only be able to have one layout at a time. And if you want to keep your existing customized layout, there really is no way as it would be overwritten.
-Automatically center the tool area (moving selectors) in the center of the brush when selected. So often when building, the x,y,z handles to move the brush are far off from the actual brush.
-Pyramids. Oftentimes when making pyramids, after reloading the .map I get a malformed error warning that Constructor was not able to load them and they do not show up or convert.
-When you shift and drag over an area of brushes in the perspective view to select them, holding shift and dragging over a subset of that area does not unselect them.
-In the brush list, you cannot use the shift and select to select a range of brushes. It just acts as if you were control-selecting them.
-There is no way to group multiple brushes as "one" door_entity outside of modifying the .map file. More work than it should be if there are more than just a few brushes needing this.
More to come as I remember/think of them.
I have a few suggestions that I believe are very important for constructor. I know its not your job to code for constructor, but you are the only one who has been willing to help.
-The CSG subtract tool. It makes some pretty bad geometry, especially when you subtract a cylinder into another. This produces errors in a lot of the older versions of map2dif needed for use with some games based on older versions of Torque. Basically, it produces many more brushes than necessary, and much smaller brushes than it should. Smaller brushes = more likely for conversion errors in older versions of map2dif still used by many people.
-Extending faces. Often times when you have built a brush on a slant (well, a slope to say) you need to make it longer or shorter. In quark, you can simply select the side face and extend it. However in constructor, it extends it but messes up the angle it is at. You have to bring it back down to flat, extend it, then angle it upwards again for it to do this correctly. This probably conflicts with Constructor's technique of fitting the faces to the brushes, so this one would probably be a bit more complicated to code, I assume.
-Pie slices. When creating cylinders, there should be an option to create it as pie slices. So for example if you had a cylinder with 16 sides, each pie slice would have an angle measure of 22.5 degrees (360/16).
Additionally, if the pie slices option is checked, it should let you select hollow values (x, y, z) (imagine creating two different cylinders with pie slices, one slightly smaller size than the other to create a tube, and csg subtracting the smaller from the bigger just to leave the difference in the sizes there).
Continuing with this, the hollow tool/csg subtraction tool would also have to be fixed. Currently, if you try to csg subtract something from a bunch of pie slices, it still produces bad geometry rather than acting as if the brush being subtracted from was pie sliced, and subtracting it slice by slices, simply cutting each pie slice shorter. The hollow tool I would assume would need to be fixed as well to do the same.
-Cycling through occluded brushes. In quark, there is a nifty feature that lets you cycle through brushes if some are occluded. You click in the area that the occluded brushes are multiple times until it selects the "hidden" brush inside. Constructor doesn't let you do this and only selects the outer-most brush; and thus to select the occluded brush, I usually have to move the camera inside the outer brush to select the occluded brush. Not fun.
Thanks a lot for considering (and hopefully following through with) these.
Additional Bug Fixes / Feature Requests (Not Top Priority) - Using current Mac 1.0.4 build
-When a brush is selected, you cannot change the camera center (well, location) in the top or bottom views.
-Usually upon importing a fair amount of textures from a directory, constructor crashes, and upon reopening they are all there. I do not know if this a a problem with the textures such as a size that is not a power of 2 (even though I sorted through them, and they all are), but it would be nice to do some basic checks on them and give error warnings before importing if it may crash.
-Ability for constructor to save your sun settings on .map. I understand that .map files do not store any environment settings (well, bare minimum) but it would be nice if Constructor was able to save default sun settings just for building purposes. Every time I open a .map to work on, I have to change the sun settings from their blinding current values to duller, darker ones.
-View tab. I really am not sure what the heck is going on there, but it seems very little. Instead of those odd options going on there, a nice option would be to center the camera on the selected brush in the perspective view. Often when I load a map I need to work on a specific area of the map, and I have to zoom in for 10-20 seconds just to get there so I can see the brush clearly.
-Ability to export/import layouts. Constructor currently lets you save and choose layouts for use when you make them yourself, but there really isn't an easy way to use layouts made by others. Yes, you can just pass around the config.db file, but you basically can not cut and paste from it to add the specific one you want, and instead have to overwrite all your current layouts with the new file. This poses a problem if you want to a collection of different layouts from others to use- you would only be able to have one layout at a time. And if you want to keep your existing customized layout, there really is no way as it would be overwritten.
-Automatically center the tool area (moving selectors) in the center of the brush when selected. So often when building, the x,y,z handles to move the brush are far off from the actual brush.
-Pyramids. Oftentimes when making pyramids, after reloading the .map I get a malformed error warning that Constructor was not able to load them and they do not show up or convert.
-When you shift and drag over an area of brushes in the perspective view to select them, holding shift and dragging over a subset of that area does not unselect them.
-In the brush list, you cannot use the shift and select to select a range of brushes. It just acts as if you were control-selecting them.
-There is no way to group multiple brushes as "one" door_entity outside of modifying the .map file. More work than it should be if there are more than just a few brushes needing this.
More to come as I remember/think of them.
About the author
#23

06/22/2009 (8:24 am)
You're god, Jaimi! I love the outside slope controls. Look what I did (took about 15 seconds to build, 1 hour to texture, heh):
#24
The loop looks cool, glad you like it.
06/22/2009 (11:56 am)
@Perishingflames: Great, thanks - I'll update the zip file with your changes. for the problems, yes I've seen those. It also happens worse when it's an oval shape, and with other plugins. Something in the script system causing innacuracies when converting to doubles is all I've been able to figure out.The loop looks cool, glad you like it.
#25
06/22/2009 (11:57 am)
@Sean: try exporting to map and reimporting. And please make a separate thread if you want to change the subject.
#26
06/22/2009 (4:20 pm)
Thanks for continuing with the Constructor updates, Jaimi!
#27
If there was anything I would complain about would be that the pie slice plugin needs the "repeat wraparound" texturing option that the cylinder primitive has. Aligning all of the outside/inside faces manually (without stretching) is a tedious pita.
But other than that, excellent work. It's interesting seeing the inner workings of the plugins now :D
06/22/2009 (4:51 pm)
Thanks Jaimi!If there was anything I would complain about would be that the pie slice plugin needs the "repeat wraparound" texturing option that the cylinder primitive has. Aligning all of the outside/inside faces manually (without stretching) is a tedious pita.
But other than that, excellent work. It's interesting seeing the inner workings of the plugins now :D
#28
Try posting in this thread here. The one where you and a few others decided to change the subject without making a new thread.
06/22/2009 (8:33 pm)
@Jaimi, there's no way to export to map in constructor. Are you saying I should export from another editor first?Quote:
And please make a separate thread if you want to change the subject.
Try posting in this thread here. The one where you and a few others decided to change the subject without making a new thread.
#29
@Michael: There is actually a quite easy way to align/scale the textures to a proper fit with minimal stretching. Simply select all faces on one 90 degree section (so, you would do this four times for a pipe, twice if you are making a half pipe), unify them, align to the face to get rid of any junky uv settings, and then stretch to fit the y-axis (or x-axis). Then, divide by the expected number of texture squares. (So, if it comes out to be 4.908734 after stretching to fit the axis, take out a calculator and divide that number by the texture scale that you would like it to be at to solve for the number of repeats. Then, simply divide the 4.908734 by the number of repeats in the x-scale field of constructor and justify, and it should fit precisely.)
If you are using like a granite texture that it doesn't matter if there is exactly a certain, whole number of repeats (see my picture a few posts up - that texture would require the above technique so it looks right), you can just stop after unifying the textures and aligning to the face.
Sounds tedius, but it really isn't. Much preferable than manually copying and pasting uv values =p
06/22/2009 (8:38 pm)
A grouping option (think prefabs) wouldn't hurt either. Neither would rotation controls built into the plugin ;)@Michael: There is actually a quite easy way to align/scale the textures to a proper fit with minimal stretching. Simply select all faces on one 90 degree section (so, you would do this four times for a pipe, twice if you are making a half pipe), unify them, align to the face to get rid of any junky uv settings, and then stretch to fit the y-axis (or x-axis). Then, divide by the expected number of texture squares. (So, if it comes out to be 4.908734 after stretching to fit the axis, take out a calculator and divide that number by the texture scale that you would like it to be at to solve for the number of repeats. Then, simply divide the 4.908734 by the number of repeats in the x-scale field of constructor and justify, and it should fit precisely.)
If you are using like a granite texture that it doesn't matter if there is exactly a certain, whole number of repeats (see my picture a few posts up - that texture would require the above technique so it looks right), you can just stop after unifying the textures and aligning to the face.
Sounds tedius, but it really isn't. Much preferable than manually copying and pasting uv values =p
#30
@Michael: Sounds like a good idea. I'll look into the cylinder code and see if I can hack out it's texturing.
@PerishingFlames: Sounds like a great workaround.
06/22/2009 (8:53 pm)
@Sean: I suggest this so it doesn't get lost in the noise. @Michael: Sounds like a good idea. I'll look into the cylinder code and see if I can hack out it's texturing.
@PerishingFlames: Sounds like a great workaround.
#31
06/22/2009 (8:56 pm)
I can make a small donation via paypal, if that would help. But it wouldn't be much considering I am not working. I figure every dollar helps ;)
#32
06/22/2009 (9:20 pm)
@PerishingFlames - No, that's OK keep your cash. I appreciate the offer of course. I'll edit my previous post.
#33
Anyways, how about a thread announcing 1.06? Most people probably won't look through this thread for it. Also, with the drm removal, this update seems like it really should be official (updated on garagegames, not only through TDN). I know it really isn't under your control, but they need to make this one official.
06/22/2009 (9:29 pm)
If you insist..Anyways, how about a thread announcing 1.06? Most people probably won't look through this thread for it. Also, with the drm removal, this update seems like it really should be official (updated on garagegames, not only through TDN). I know it really isn't under your control, but they need to make this one official.
#34
@Jaimi:I already posted my problem about this in another thread. The one which you and a few others derailed to talk about Don getting his constructor update to work. Dont you remember? Let me jog your memory.
@Jaimi:You didn't bother to even comment on the problem I'm having in the thread I made about it, but instead opted to write posts helping Don even though it had nothing to do with the problem I'm experiencing. Seems like you shouldve told one of them to make a new thread about Don's problem. You dont bother to say anything about that, you instead joined in helping Don and then announced 1.06 without so much as acknowledging my problem. Now you're telling me to make a new thread about my problem because you dont want to change the subject? If you think about it, the level of hypocrisy youre displaying here is nothing short of astounding.
I just want to know why my freaking character keeps falling thru the floor when I add a slice to the floor. Is that too much to ask? Are my expectations of this website way too high or what?
06/23/2009 (12:03 am)
Quote:
@Sean: I suggest this so it doesn't get lost in the noise.
@Jaimi:I already posted my problem about this in another thread. The one which you and a few others derailed to talk about Don getting his constructor update to work. Dont you remember? Let me jog your memory.
@Jaimi:You didn't bother to even comment on the problem I'm having in the thread I made about it, but instead opted to write posts helping Don even though it had nothing to do with the problem I'm experiencing. Seems like you shouldve told one of them to make a new thread about Don's problem. You dont bother to say anything about that, you instead joined in helping Don and then announced 1.06 without so much as acknowledging my problem. Now you're telling me to make a new thread about my problem because you dont want to change the subject? If you think about it, the level of hypocrisy youre displaying here is nothing short of astounding.
I just want to know why my freaking character keeps falling thru the floor when I add a slice to the floor. Is that too much to ask? Are my expectations of this website way too high or what?
#35
06/23/2009 (5:45 am)
*edited* I was in a bad mood.
#36
06/23/2009 (9:13 am)
@Perishingflames - You're right, it does. But currently, I'm hosting it on my home server. I've asked GG to move it to the TDN page (since that's no longer editable). If they're able to do so, then I'll post a resource or at least a new thread. If not, I'll find somewhere else to host it, and then post a thread.
#37
perishingflames.com/Assorted/Constructor106.zip
06/23/2009 (11:19 am)
Oh, ok, that makes sense. I can host an alternate download, if that helps (I'm provided with 15 GB a month transfer, so I'll gladly share some).perishingflames.com/Assorted/Constructor106.zip
#38
06/23/2009 (11:49 am)
@Perishingflames: Ken updated TDN, so it's OK now. I'll post an announcement in the forum.
#39
Edit: Also, if you don't mind, could you pass on the message to Ken that the Constructor product page is quite confusing at the moment, because there are separate downloads for a "demo" and the full version that you have to "buy" for $0.00. They should remove the Demo button, and just have a single button for "Download."
Also, I noticed that for the windows downloads after clicking download demo, the patch is listed, but the full version remains at 1.3. Well, I guess it's progress for them.... =p
06/23/2009 (12:00 pm)
Ok, cool.Edit: Also, if you don't mind, could you pass on the message to Ken that the Constructor product page is quite confusing at the moment, because there are separate downloads for a "demo" and the full version that you have to "buy" for $0.00. They should remove the Demo button, and just have a single button for "Download."
Also, I noticed that for the windows downloads after clicking download demo, the patch is listed, but the full version remains at 1.3. Well, I guess it's progress for them.... =p
#40
You probably just coded in the hollow function to input the hollow x/y as a radius instead of diameter. Sounds like a pretty easy fix if that's the case.
06/24/2009 (10:18 am)
(Talking about the hollow functions using double the input amount...)You probably just coded in the hollow function to input the hollow x/y as a radius instead of diameter. Sounds like a pretty easy fix if that's the case.
Perishingflames
It works almost exactly as it should. Only one problem - how do I set the hollow dimensions? When I try, it just produces some weird geometry.
EDIT: My bad, I was setting the x hollow size without changing the y hollow size, accordingly. I also love the dome functionality through 'center top adjust.' I really do not understand what center bottom does, however. Could you explain? Also, the plugin is labeled 'Simple Box' above the make/activate/reset buttons - quick fix.
EDIT2: Also, the center top adjust name should probably be shortened. It seems for the default layout it does not display all of the label.
Since I'm so nitpicky, I fixed the capitalization of some options of the pie slice plugin. Replaced 'simple box' label with 'pie slices,' and changed 'center size x/y' to 'hollow size x/y' since that seems more intuitive. If anyone wants it: http://localhostr.com/files/78d650/pie.cs
@ Jaimi: Also, if you try to make the hollow to be in the shape of an oval (aka the x hollow value is greater than the y - not that I mind!), it comes out with distorted edges. Don't stress over this because it really does not seem like a necessity, but if you do not want to change the functionality, for simplicity's sake could you just remove the hollow center y input box and change the x box to apply to both values? See pic. The center size x/y functionality also seems messed up - it seems to actually do double the size that you input. For example, at a center size of 4 for x and y, it really measures out to be 8.