Game Development Community

Quark editing troubles - Collision Only

by iHugMedia · in Artist Corner · 12/20/2004 (8:39 pm) · 5 replies

Hi. I've been modelling with Quark recently (I've nearly finished the Enging modifications to Torque).
I have just finished my first Interior set and exported it ready for Torque, but when I load it into the engine, it only displays the collision, (ie. I can run into the object and be blocked, but cannot see it). Any help or thoughts would be highly appreciated.
Thanks.

#1
12/21/2004 (4:52 pm)
Noone encountered this, then?
Thats okay. I'll look over my interiors to see if I just didnt add an existing texture again.
#2
12/24/2004 (5:02 pm)
Actually I'm having the same exact troubles at the moment. I used the method of putting a box inside of another in the area that you want to be gone and use brush subtraction. THe problem is that all the faces inside of my interior are invisable. This is really bugging me...

Max
#3
12/28/2004 (10:14 am)
Couple things could be going on here:

The interior code will skip the rendering on any surfaces textured with "NULL" but still allow collision on them. Might want to open up your .map file and check the texture names in the brush declaration.

You can't have "sealed" interiors with no openings to the outside. Since Torque was built around open terrains with buildings you access through doors/portals/windows it automatically culls any zones in the interior that aren't open to the outside of the interior. You need to punch at least one hole (can be tiny and covered by a detail brush).

You may want to make sure that your brushes haven't been coverted to "Collision" brushes as this will cause them to not render also.
#4
01/10/2005 (2:23 pm)
I found the problem, I need to add a Bounding Box around the Interior. Make it a Portal box otherwise it shows up in-game. It needs to be called 'Bounds'.
#5
01/10/2005 (2:46 pm)
Bounds? Wah?