Game Development Community

WorldCraft made Dif crashes game

by Robert Taylor · in Torque Game Engine · 10/03/2001 (4:47 pm) · 7 replies

If a shape more complicated than a cube with a lightsource and export, and then load it into the torque engine, it crashes the engine.

I did a "make hollow" and "carve" on the shape to the original working shape and it crashes the Torque engine when I add it into the terrain. Anybody know what might be causing the crash?

#1
10/04/2001 (2:37 am)
If you use carve without snap to grid, the faces can be non-planar, this sometimes causes a crash, or the non-planar faces will not be displayed.

I hope that helps, but if it isn't the problem I don't know what is. I had a few crashes because of non-planar faces, so thats my guess.
#2
10/04/2001 (4:10 am)
Its alwasy better to build the carved cube manually that to use the carve function.

Also remember to run the "Check map for errors" before you export to diff.

// Clocks out.
#3
10/04/2001 (3:11 pm)
What do you mean by non-planar? I appreciate the information.
#4
10/04/2001 (4:49 pm)
Okay, I made a simple house without carve. It loads, but as soon as I entered the shape it crashed. So I reduced it to just a floor and ceiling and it crashes when I go between them. If I have a floor and a wall it does not. Am I missing something?
#5
10/04/2001 (5:32 pm)
It exported example2_finished.rmf to map and exported to dif, and then added it in game and found I cannot enter it either without crashing. It crashes as soon as I walk under the top part of the door.
#6
10/04/2001 (6:43 pm)
Oh, I have to relight once I add a building. That fixed the problem.
#7
10/07/2001 (7:00 am)
Weird, I've had dif's work without relight.

Non planar faces;
putting this simply, you have a square "face" on one side of a cube, this face is made of two triangles. If the triangles are not aligned to the same angle, then the face in not flat, causing a non-planar face error.
The program tries to draw the face as a flat surface only to find that it aint..
Sometimes the face is just devided into 2 faces with 1 poly each.
This is not a problem if you make your structures with MAX, or at least I havent run into any problems.

Correct me if I got something wrong here.
I used to get this error in quake level editing, and making the faces planar fixed some display bugs and crashes I was getting with my .difs