Errors Exporting Interiors
by Jonathan Wagner · in General Discussion · 12/24/2004 (5:08 am) · 6 replies
Currently working on our first major game as a development company. The learning curve with Torque isn't bad and we are working through most issues with ease. However, we have encountered one seemingly serious issue and we were wondering if anyone else has seen it.
First of all, I am using the Aeon Games map exporter to export my interiors. My interior for my example has no overlapping walls or objects but everything is against each other to form a simple, 12-sided pipe. Exporting seems to have no problem and converting the map file to a dif has no problem either. When I bring it into Torque however, 2 walls that are exactly opposite each other come in with a blurred texture. Moreover, these two walls are able to be walked through just a bit. The engine recognizes that there are indeed walls there (you can shoot at the messed up looking walls and the shot will not go through the wall but blow up correctly where it should). But you can walk through them to a point where you can see through to the otherside and then you stop as the engine seems to recognize that it's a solid wall. The rest of the walls do not do this. I'm not sure if it's the exporter or the map2dif converter, but something doesn't seem right.
While trying to solve this problem, I began thinking that perhaps it just wasn't interiors but an issue in Torque itself. Our first level is a pond, so it has a big depressed area that is filled with water. I went through the entire level and found 2 places, seemingly exactly opposite of each other, where I could go through the wall and then get stopped just like with my interior. The facing of the level walls and the interior walls is the same. Any interior I bring in has the same texture mess up and allows me to go partially through the wall. Can anyone else reproduce this? Has anyone else seen something similar to what's happening here? Thanks alot for any help you can offer. I'm thinking though I may just make all my interiors DTS's and build dif collisions around them.
First of all, I am using the Aeon Games map exporter to export my interiors. My interior for my example has no overlapping walls or objects but everything is against each other to form a simple, 12-sided pipe. Exporting seems to have no problem and converting the map file to a dif has no problem either. When I bring it into Torque however, 2 walls that are exactly opposite each other come in with a blurred texture. Moreover, these two walls are able to be walked through just a bit. The engine recognizes that there are indeed walls there (you can shoot at the messed up looking walls and the shot will not go through the wall but blow up correctly where it should). But you can walk through them to a point where you can see through to the otherside and then you stop as the engine seems to recognize that it's a solid wall. The rest of the walls do not do this. I'm not sure if it's the exporter or the map2dif converter, but something doesn't seem right.
While trying to solve this problem, I began thinking that perhaps it just wasn't interiors but an issue in Torque itself. Our first level is a pond, so it has a big depressed area that is filled with water. I went through the entire level and found 2 places, seemingly exactly opposite of each other, where I could go through the wall and then get stopped just like with my interior. The facing of the level walls and the interior walls is the same. Any interior I bring in has the same texture mess up and allows me to go partially through the wall. Can anyone else reproduce this? Has anyone else seen something similar to what's happening here? Thanks alot for any help you can offer. I'm thinking though I may just make all my interiors DTS's and build dif collisions around them.
About the author
#2
12/28/2004 (6:41 am)
Hmm, definitely not the exporter, though I never thought it really was. What version is map2dif, does anyone know? I wonder if I have an older version.
#3
12/28/2004 (6:56 am)
Let's see. I doubt that im right, but OpenGL drivers, in order to make things look nice, will blur the texture a little bit. I was playing multiplayer in Realm Wars in a server called Bang world and i noticed this on one of the faces below and object. It's either the texture is too large when you imported it and OpenGl overloaded on detail, or you didnt light it very well.
#4
12/28/2004 (7:29 am)
Try deleting the water zone and see if that fixes the problem. I bet that's it.
#5
12/28/2004 (7:57 am)
Nope, the water is not the problem. And the texture was 128x128 so I reduced it to 64x64...still the same problem.
#6
12/28/2004 (10:01 am)
Well, im stumped. Try changing the file format.
Torque 3D Owner Rodrigo Hernandez
I am the guy who wrote the Mapper :) if you want to rule out exporting problems try loading the resulting MAP file into Hammer and check to see if any brush sides just happen to extend forever, you may be missing a face in one of the brushes inside gameSpace/trueSpace (maybe it was deleted in point edit), which may result in the problem you're having.