Wheres My Wall?
by Jason Chadwick · in Constructor · 06/20/2009 (4:45 am) · 8 replies
After exporting a house that I threw together in Constructor, I was very happy with the results. That is until I noticed in a couple of places peices of my wall disappear!
But only from the out side.
I have included the project file for reference download from here . I've been using constructor 1.0.51 with tge 1.5.
I have gone through a few different threads and still have found no answer.
But only from the out side.
I have included the project file for reference download from here . I've been using constructor 1.0.51 with tge 1.5.
I have gone through a few different threads and still have found no answer.
About the author
#2
I didn't see any penetrating brushes or bad geometry, and your brushes certainly aren't large enough to cause any problems (I've successfully used far larger ones many times). My guess was that HSR (Hidden Surface Removal) is being a little aggressive with it's removal of "hidden" faces. Disable HSR (System -> Preferences -> Export) and do another export.
06/20/2009 (9:11 am)
What Edward describes is actually the work-around if you're using the .map format and not the .csx format (the map2dif exporter routinely fails). I didn't see any penetrating brushes or bad geometry, and your brushes certainly aren't large enough to cause any problems (I've successfully used far larger ones many times). My guess was that HSR (Hidden Surface Removal) is being a little aggressive with it's removal of "hidden" faces. Disable HSR (System -> Preferences -> Export) and do another export.
#3
06/20/2009 (11:57 am)
hmm thats odd, as I almost exclusively use the CSX format.. it fixes my issue too. shrug.
#4
06/21/2009 (3:27 am)
either way thanks guys, it helps. I have been saving in csx but I didnt even think that the format you saved it in wouldcause any kind of issue.
#5
I looked at your map briefly, and there are some things that would/could cause issues. The first would be you have afew of your portals lined up along the same plane. This means that if you look from the front of one portal, it overlaps with another one behind/in front of it further along in your map.
Another issue I see, is you portals are incorrectly made. A portal is a single brush.. yours are made up of several it seems. Your portals also are extending beyond the actual brushes they should be slightly buried in; and far to thick.
Another thing would be, your brush work has far to many pieces where they don't need to be. Instead of having 5 small brushes make a wall, use as few as possible to save draw.
I hope this helps, and granted.. I only looked at it briefly. Portals can cause numerous issues in a map if they are not made correctly.
Good Luck!
~LK~
07/08/2009 (8:07 pm)
Sorry for the late reply, but I have found afew issues.I looked at your map briefly, and there are some things that would/could cause issues. The first would be you have afew of your portals lined up along the same plane. This means that if you look from the front of one portal, it overlaps with another one behind/in front of it further along in your map.
Another issue I see, is you portals are incorrectly made. A portal is a single brush.. yours are made up of several it seems. Your portals also are extending beyond the actual brushes they should be slightly buried in; and far to thick.
Another thing would be, your brush work has far to many pieces where they don't need to be. Instead of having 5 small brushes make a wall, use as few as possible to save draw.
I hope this helps, and granted.. I only looked at it briefly. Portals can cause numerous issues in a map if they are not made correctly.
Good Luck!
~LK~
#6
07/19/2009 (2:39 pm)
Good thread guys! Just come back to Torque and using Constructor for the first time (always used Quark before) and this issue was driving me mad! The disabling of HSR works fine for me, thanks.
#7
Yes, it's a good idea to avoid having 600 brushes in a single wall, but the point where my geometry starts to have problems is at about the 40 meter mark... routinely I have issues with single brushes larger than 40 meters on a side, and especially with csg altered large brushes...
It's easiest to think of your map as a piece of graph paper... try to keep everything in a single 40 meter 'square' disconnected from everything else, and neat... neatness can make a HUGE difference between a working map and one with all sorts of weird errors.
07/19/2009 (7:43 pm)
actually, saving draw actually CAUSES issues some times.Yes, it's a good idea to avoid having 600 brushes in a single wall, but the point where my geometry starts to have problems is at about the 40 meter mark... routinely I have issues with single brushes larger than 40 meters on a side, and especially with csg altered large brushes...
It's easiest to think of your map as a piece of graph paper... try to keep everything in a single 40 meter 'square' disconnected from everything else, and neat... neatness can make a HUGE difference between a working map and one with all sorts of weird errors.
#8
only when put to the extreme. you should save draw where you can, when you can.. unless the area is so simplistic draw is a non-factor, and even then, its a poor practice. Technically, 45's should be used concerning brush work, but in many cases.. it's overkill (referring to cuts).
07/19/2009 (8:50 pm)
Quote:actually, saving draw actually CAUSES issues some times.
only when put to the extreme. you should save draw where you can, when you can.. unless the area is so simplistic draw is a non-factor, and even then, its a poor practice. Technically, 45's should be used concerning brush work, but in many cases.. it's overkill (referring to cuts).
Torque 3D Owner Edward