Portals & Mirrors...
by Maddermadcat · in Constructor · 04/20/2007 (1:01 pm) · 22 replies
Do you guys know when the exporter will stop ignoring portals and mirrors? I find it kind of irritating that portals still aren't supported... =\
About the author
#2
06/01/2007 (2:49 pm)
Any ideas when the "Export to Dif..." function (without using map2dif at all) will be supported in Constructor?
#3
06/01/2007 (4:31 pm)
It is supported...
#4
06/04/2007 (9:35 am)
Hey Matt... actually, I should have phrased my question differently... what I meant to ask was when is "Export to Dif..." going to function with portal support?
#5
06/04/2007 (12:01 pm)
Yes...portals are fully supported with 1.0.2 (there was limited support in 1.0.1) and mirrors have been supported since 1.0.1.
#6
06/04/2007 (12:40 pm)
Okay, that's good to hear. Perhaps I am simply doing something incorrectly.... I will experiment tonight with a simple hollowed cube with a portalized opening and load it into TGE 1.5.2 after exporting through "Export to Dif..." and give it a test drive. I was unable to get it to work in my current map using 1.0.2 but maybe my map was too complicated. (???)
#7
The box I created, that is referenced above, can be found here:
http://www.doubleedgesoftware.com/constructor_issues/box.zip (THIS FILE HAS BEEN REMOVED)
I have a more complex map that I've been working on that exports just great with "Export to Dif..." (and of course I am not using portals in it right now) but crashes map2dif_plus. Because of this, I cannot export this main map I'm working on through map2dif_plus, even though it does recognize portals.
The more complex map I'm working on can be found here:
http://www.doubleedgesoftware.com/constructor_issues/test.zip (THIS FILE HAS BEEN REMOVED)
If you have any suggestions, or any advice as to when "Export to Dif..." will support portals, that would be great!
Thanks,
Jason
06/05/2007 (8:48 am)
Hello there again... Matt, I built up an example that I can show you, to illustrate the issues I'm running into with the portal export. I built up a very, very simple hollowed cube with a hole in it. I stuck a portal in the opening... it works beautifully and exports beautifully using map2dif_plus. The portal functions, and everything is happy go lucky. If I export the very same cube using "Export to Dif...", the portal no longer functions when included in TGE. It is as if it is not there at all...The box I created, that is referenced above, can be found here:
http://www.doubleedgesoftware.com/constructor_issues/box.zip (THIS FILE HAS BEEN REMOVED)
I have a more complex map that I've been working on that exports just great with "Export to Dif..." (and of course I am not using portals in it right now) but crashes map2dif_plus. Because of this, I cannot export this main map I'm working on through map2dif_plus, even though it does recognize portals.
The more complex map I'm working on can be found here:
http://www.doubleedgesoftware.com/constructor_issues/test.zip (THIS FILE HAS BEEN REMOVED)
If you have any suggestions, or any advice as to when "Export to Dif..." will support portals, that would be great!
Thanks,
Jason
#8
06/05/2007 (1:42 pm)
Ah, I see what was happening Jason. The portal was working correctly in that it was doing visibility culling (F9 in debug mode) but it was still passing the ambient light through. I have fixed the bug causing this in Constructor and it will be part of the update that will hopefully come this week.
#9
I used to work for a game development house that had licensed Unreal Engine 3, so I got a chance to play with UnrealED for that engine... I must say, Constructor reminds me a LOT of that editor. But I have been able to catch on to Constructor in half the time!!! Great job!!!
06/05/2007 (2:42 pm)
Matt, thanks for the informative response! I guess I was assuming that the portal wasn't working at all because of the ambient light passing through, as you had mentioned. I will look forward to the update hopefully this week! Overall, I have never used an editor that I enjoyed more than Constructor! 1.0.2 is truly a God-send to us all and I appreciate all of your hard work (you meaning anyone who has been working on it, including yourself.)I used to work for a game development house that had licensed Unreal Engine 3, so I got a chance to play with UnrealED for that engine... I must say, Constructor reminds me a LOT of that editor. But I have been able to catch on to Constructor in half the time!!! Great job!!!
#10
06/21/2007 (3:59 pm)
Hey Matt, not to sound completely like I'm beating a dead horse, but do you have any ETA as to when 1.0.3 will be out? I'm eagerly awaiting the upgrade!
#12
07/30/2007 (6:23 am)
Sorry to dig it out again but- can you guys tell me if anybody has mirrors working (Constructor) ? I am rather succesfull with all other types of entities but no luck with this one.
#13
07/30/2007 (11:33 am)
Export mirror thru Constructor\File\Export\Torque Game Engine (map2dif plus).
#14
I've managed to use planar reflections on floor- with great results- but it never happened to me to have mirrors work, no matter- quark, hammer, constructor.
08/01/2007 (9:47 am)
Tried that, as well as all other obvious solutions- not to avail. Any other ideas ?I've managed to use planar reflections on floor- with great results- but it never happened to me to have mirrors work, no matter- quark, hammer, constructor.
#15
08/01/2007 (7:01 pm)
I will setup a file for you, if it is okay I will email it to you.
#16
08/02/2007 (7:33 am)
Sure, it would be great. My mail is rkurczewski at gmail dot com.
#17
08/03/2007 (8:15 am)
Thank you very much. I am still battling it (might be just fact I am using TGEA). In any case- I am gratefull for help.
#18
08/03/2007 (9:01 am)
You welcome. If I not misstake mirror does not work in TGEA.
#20
10/22/2007 (3:33 am)
Is there any way we can create the mirror or reflective surface in TGEA. i am having big trouble on it.
Torque Owner Jake Sindelir
but i do agree that not having portals in 1.0 is really poor, i can understand mirrors... but portals are a big thing with optimization.