Game Development Community

Torque Constructor 1.0.1 Released

by Kenneth Holst · in Constructor · 05/15/2007 (10:49 am) · 28 replies

You can now download the updated Torque Constructor from your My Account page.

I'll have a list of the changes soon.

Enjoy!
Page «Previous 1 2
#1
05/15/2007 (11:15 am)
Wow all go today :)
#2
05/15/2007 (11:51 am)
Is anyone else having a problem with 1.0.1?

I've tried making a few different difs with it so far.
All very simple box rooms with a portal open-way.
All have crashed constructor.

I will keep trying, but figured I would see if anyone else is having a problem.
#3
05/15/2007 (11:55 am)
I finally got one to export without a portal in it.

Then when I placed a portal in it constructor crashed.
#4
05/15/2007 (5:21 pm)
Hmmm not good news. I remember the first couple times i ran constructor it crashed a lot. Now for some reason it rarely does.
#5
05/15/2007 (5:34 pm)
I've been able to get it to export all types of different maps fine, but the second you place a portal brush in it and try to export is blows up.

'Tis very bad news that it now crashes on portals.
#6
05/16/2007 (7:01 am)
Same here
#7
05/16/2007 (9:50 am)
Got a missing faces issue.
#8
05/16/2007 (1:06 pm)
Still runnig in the same problem as 1.0 with the sphere tool...
I have to test a bit more to see if it is abit better with export of sphere brushes...

Really sorry about the portal crash news... portals are something we cannot work without...

JoZ
#9
05/16/2007 (1:10 pm)
Have the release notes been released yet?
#10
05/16/2007 (2:29 pm)
Hey folks, i'm working on getting the release notes for you, sorry it is taking a bit. :)

Also wanted to assure you that we are aware of the portal issue and are looking into that right now. I'll keep you posted.
#11
05/17/2007 (12:41 am)
I am also having missing faces on export that I was not having before the update. I'm using "legacy dif".
#12
05/17/2007 (2:54 am)
/ME waits with the download then :)
#13
05/17/2007 (12:07 pm)
I've noticed missing faces is caused by overlapping brushes.
Could this be the problem with portals?
Are we supposed to make the portal brush go inside the brushes that make up the door or window, like Quark? Or does Constructor have a new way?
Is there, or will there be "leak detection"?
#14
05/17/2007 (12:43 pm)
Ack, please no... If i have to rebuild all my models for perfect butt-fit I'm going to cry...
#15
05/18/2007 (12:02 pm)
Here are the release notes for 1.0.1

We are still working on resolving the portal issue/missing faces issue. I will let you know when we have any more info available on that. Thanks guys!


----------------------------------------------------------
New in 1.0.1:

- Added convex and concave geometry selection to the Select->Geometry menu and the Selection Form.

- Added the "Materials->Clean Up 'Used on Map' Album" menu item that removes any unused textures from the 'Used on Map' album.

- Added an interface for level of detail support to the Export to DIF process. Here's how it works:

1. The user creates a number of scenes (CSX or MAP), one for each detail level. In the scene's worldspawn entity they set up the detail number and the minimum pixels.

2. Save each scene as myscene_XXX where the XXX doesn't really matter but it may be useful to indicate the detail level the scene is supposed to render at. Internally the code will read up to the last underscore to determine the base name and use the worldspawn's detail number property when figuring out the detail levels for the DIF.

3. Choose one of the Export to DIF menu items. If there is more than one scene with the same base scene loaded then a new window will open after the user has chosen a file name. If there is only one scene loaded with the same base name then it will immediately export after the file name is chosen.

4. The window opened in step 3 will display a list of all the scenes that will be used as a detail level for the DIF. They are listed in order according to their detail number. Beside each scene name is a check box that if unchecked, will not include the scene in the export process.

5. The user clicks on OK in the LOD window and all of the chosen scenes are exported to the DIF.
- Added the 'Build Bezier Arch' tool, which now shows up on the Tools Form's Create tab. This tool uses either a quadratic or cubic Bezier curve (user selectable) to define the curvature of the arch. This allows for many different types of arches to be produced. The tool also has a number of presets to help make some common shapes. ie: a circular arch.

- Added Invert Mouse prefs for horizontal and vertical rotation, horizontal and vertical translation, and zoom.

- The Object Properties Form has a new 'Shape' tab to display some information on the currently selected shape.

- Added a new prefab to show off the Arch tool.

- Implemented the flushing of all textures. Use the Texture Browser 'Reload All' button or the Materials->Reload All Textures menu item.

- SHIFT+ALT drag selection will now unselect all items already selected.

- Added keyboard shortcuts to modify the grid snap value. Use [ to decrement and ] to increment. Use System->Preferences under the 'UI' tab to modify how the grid is changed with these shortcuts. Options are by a set amount (the default), by a multiple of 10, or by a multiple of 2.

- Added a new tab to the Preferences window named 'Export'. From here the user may select some optional operations that are performed with a DIF export. The first is the 'Save Info File' popup that will generate a plain text or XML file detailing what went into the DIF creation. ie: Geometry stats, textures, static meshes, etc. The info file name is the same as the DIF but with a .txt or .xml extension.

The 'Copy Brush Textures' checkbox indicates that all image files used to texture brushes will be copied to the same directory as the DIF. The 'Copy Mesh Textures' checkbox does the same for textures used on static meshes.


Fixes:

- Fix for select all faces and vertices to honor hidden or locked brushes.

- 'Rest On Ground' tool now works with selected faces and vertices.

- The Align2D tools (in viewport toolbar) now work with faces and vertices.

- The 'Size Bounds' tool now works only in Brushes selection mode and safely ignores other modes. Previously the tool would have unpredictable results if the user switched to Faces or Vertices selection mode while the tool was active.

- Corrected the moving of a brush face using the Axis Gizmo to not have its vertices snap to the grid.

- Correction for ticket 2903: Problem importing textures from non-install hard drive. This has been tested under Windows.

- Removed the 'All Textures' texture group from the Texture Browser and Materials Form. The group was never implemented.

- The three Shapes buttons on the Tools Form's Create tab are no longer disabled when a tool is active. This behavior is just like the File menu items.

- The Object Properties Form's 'All' tab has been removed as it was never used.
- Possible fix for scene close on save.

- Resaved all prefabs to include texture album information.
- Fix for prefabs and solid entities. Brush ownership wasn't being taken into account so non-structural ownership wasn't being transferred.
- Corrected the Tools Form's Prefab tab to sort all prefabs by file name regardless of file extension. Previously all .csx prefabs were placed before .map prefabs.

- Corrected the Build Sphere tool to build on the correct axis for the 'X' and 'Y' choices.
- Fix for texture offset with the Build Cube tool and Build Tube tool.

- Fix for Build Tube tool's problem with the end cap texturing shifting based on the number of sides.

- Fixed a bug when SHIFT-click select of a vertex would not unselect an already selected vertex.
#16
05/18/2007 (12:52 pm)
Nice!!

That's a ton of changes. Good Job.

Keep us informed on the portal/faces issue.
#17
05/18/2007 (1:44 pm)
Really a tons of changes, happy to see U guys R working so much on Constructor...
Ehehe I hope to see in the future releases texture sliding behaviour fixed (I'm speaking about the lock/unlock texture command we need).

Tnx so much !

JoZ
:)
#18
05/18/2007 (2:35 pm)
I really like this one:

Quote:- Fixed a bug when SHIFT-click select of a vertex would not unselect an already selected vertex.

Any selection shortcut is a good tool.

How about a custom panel for loading selection sets. Like the prefabs panel, but for loading previously saved selections, instead of tediously navigating through the menus.(I know "groups" works fine too.)
#19
05/18/2007 (6:40 pm)
Any dif exported from 1.0.1 won't show up in the game. It looks fine in constructor, and doesn't create any errors when I try to add it, but when I add it, it doesn't appear. This happens for existing csx's as well as new ones.
#20
05/18/2007 (6:47 pm)
I found when I opening a Constructor 1.0 file inside of Constructor 1.0.1 and export it "As Legacy DIF", it crashes Constructor.

Don't know if anyone has this problem.
Page «Previous 1 2