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My Endless Frustration

by Andrew Hull · 07/16/2006 (7:43 pm) · 16 comments

So i seem to be running into a problem that always seems to rear its ugly head at the worst times. It's also making me very frustrated. I would appreciate any help with it, whatsoever. I have here an interior that i am working on:

www.macandtosh.com/House.jpg
I'm using the upgraded version of 3D World Studio (version 5.49) which has the fixed .MAP export, supposedly. Now i don't know if i'm just doing something wrong in the modelling process, or if i'm getting bad exports, or what. Every time the engine gets to the lighting stage it's craps out. I perhaps thought that it was the amount of detail that is currently in the scene, but i really don't think that's the problem. ARGH!

Oh Venerable Lords of Garage Games, please finish Constructor soon. I hope that it will be the answer to all my woes!

If any one would like to (PLEASE) download and try exporting the map themselves, here is the link: www.macandtosh.com/House.zip

#1
07/16/2006 (7:56 pm)
whats the console spitting out?

what does it say when you place it in the world? any errors at that time? How about relighting after placement? or is it only whne you load the leavel again? Does it error out when this object isnt present?

are you using portals?
#2
07/16/2006 (8:02 pm)
If I run a debug build, it says something about " stack around the 'sides' " when it fails, I'm wondering if maybe it's the fact you have so many thin brushes and the lighting is choking on that?
#3
07/16/2006 (8:08 pm)
@ Allyn
The console spits out nothing abnormal. Just all the usual "Lighting scene" bits, and no errors. It just takes it forever (18.43 seconds) and then gives an error in debug mode.

Nothing happens when i place it in the world. No errors, nothing. Yes i crashes when i relight, and when i load the level.

There are no portals, however this was happening to me a while back with another interior that did have portals.

@Paul
Yeah, i thought maybe too, but i had a similar, earlier version of the same file that was just plane walls, and it did the same thing.
#4
07/16/2006 (10:50 pm)
I'd try getting rid of the individual rail posts and the steps, re-exporting, and seeing if the lightmapper works then when trying to light the shape.

How thin are those brushes? Sounds like they are a bit overkill for the lightmapper. It can be very "sensitive" when it comes to extremely thin or small brushes, especially if they are in a line (perfect example, the railing). Best save that sort of thing for a flat plane with an alpha transparency.

Can't tell from the screenshot, but if the walls are tons of thin little brushes too, that is probably choking it too. I'd try making it all one brush. Your using a ton of polygons that way as well, for not much effect. Plus it'd make it near impossible to portal that building off. :(
#5
07/17/2006 (5:00 am)
You also have quite a few boards from the siding which overlap and could make for some funky geometry.

Map2Dif_Plus v1.0r and QuArK 6.5.a7 exported it without error but Torque crashed in the lighting stage.
#6
07/17/2006 (9:16 am)
You're missing a texture. There's no "Dark Oak" in that zip.
#7
07/17/2006 (9:38 am)
i63.photobucket.com/albums/h138/eternaldark112/house.png
I exported your map from the Constructor beta. However, I also tried your map using map2dif and the dif you included. Both froze "Lighting Mission"
#8
07/17/2006 (9:58 am)
Ok I found the problem and these guys are, as usual..right on track!!...I reporduced you crashing and went through the .MAP file with 3 different BSP editors and exported back to map...while I was messing with it I looked over how the texturing was going because the only error Torque would give is somthing about "Connection error: Invalid packet.." so I was looking for blocks that didnt act correctly and it has to be with all the planks at odd angles that apper to be the same maybe duplicates of the same shape but combined with all the small planks I see why....I sized the railing a little and took out and straitend a few planks and it exported and ran In torque just fine
#9
07/17/2006 (10:11 am)
I'm glad you got your problem solved. I am using the same tool, too, and I thought you might've run into the same problem I did. My game is based around driving on a highway, so I have long, straight roads. If you have really large brushes like me, Torque will crash when it comes to the lighting phase. You can use the handy slice tool to make your brushes divided if this is the case. Just a heads-up for future reference!
#10
07/17/2006 (11:27 am)
Great, so it's all just my bad modelling technique then! Thanks a ton and then some guys!
#11
07/17/2006 (11:34 am)
Actually, I thought it looked cool.
#12
10/13/2006 (12:01 pm)
Hey,
How do you do portals in 3D world studio??

I just purchased it and cant figure out how to use them. Help says their only sprites and a single point..

Thanks!
#13
10/13/2006 (12:22 pm)
@Rigo,

Hope you are watching this thread. No, they are not sprites and also not a single point. You have to create a box, just a bit larger than the door/window/whatever you are portal'ing. Assign it a texture called NULL, then in the properties box (Shift+enter i believe) assign it the value "portal"
#14
10/13/2006 (12:37 pm)
Oh...ok

Thanks! any other basic things I need to worry about when creating stuff in 3dws?

I am a noob with DIFs..
#15
10/13/2006 (1:18 pm)
Not that i can think of. I do use 3DWS as my primary DIF application though, so if you need any other help, send me an e-mail!
#16
10/13/2006 (2:32 pm)
ok thx!