Portal Problems (with Screen Shots)
by Woody · in Constructor · 06/18/2007 (1:19 am) · 31 replies
I've seen other posts claiming that portals are working in Constructor 1.0.2. I'm also using TGE 1.5.2. Either I'm doing something wrong, or it's not fully functional yet. Please look at the screens below. If I walk up to (but not into) the pipe, that has 2 portal shapes, one on each side, it will look okay. But when I start rotating the camera (mouse-look), you can see that my pipe disappears and i'm now able to see everything on the other side, and under the ground.
On the flip side, if I walk a bit into the pipe so that I'm inside the portal shape, when I turn around I get the ghosting effect.
Any thoughts would be greatly appreciated. I don't necessarily need this for this particular pipe, but I'm having similar issues inside the rooms of my building, so I tried with the pipe and the same thing happened.
Thanks in advance! Here are the screens:

On the flip side, if I walk a bit into the pipe so that I'm inside the portal shape, when I turn around I get the ghosting effect.
Any thoughts would be greatly appreciated. I don't necessarily need this for this particular pipe, but I'm having similar issues inside the rooms of my building, so I tried with the pipe and the same thing happened.
Thanks in advance! Here are the screens:

#22
Do you think the files made with 1.03, will be compatible with the next update ?
07/03/2007 (7:05 pm)
Thanks a lot for the update Matt. I guess I will have to find a workaround...Do you think the files made with 1.03, will be compatible with the next update ?
#23
In my test buildings, and in debug mode (our programmers got this for me, thanks guys!, and thanks for telling me about it, Andrew), and here's another little issue that arrises (maybe it's supposed to?):
It seems that while I'm inside one building, the others ourside are not visible at all. When I get outside they pop back up. If I stand in the doorway (see images below) and rotate the camera, you can see them being drawn into the scene. Something I did wrong, or another bug? edit: It should be noted that this only happens in the portal-viewing mode.
07/03/2007 (8:42 pm)
Thanks for the update, Matt, and for the honesty about the time frame. We will obviously have to go back to the "old" way (secrectly crying because it looked great before!). Here's another one for you...In my test buildings, and in debug mode (our programmers got this for me, thanks guys!, and thanks for telling me about it, Andrew), and here's another little issue that arrises (maybe it's supposed to?):
It seems that while I'm inside one building, the others ourside are not visible at all. When I get outside they pop back up. If I stand in the doorway (see images below) and rotate the camera, you can see them being drawn into the scene. Something I did wrong, or another bug? edit: It should be noted that this only happens in the portal-viewing mode.
#24
07/03/2007 (9:07 pm)
One more for ya ... This one is probably a BIGGIE too. I'm hoping that 1.0.3 addresses this issue, but if you stand inside of a [u]baked[/u] DTS shape, the DIF building that you are in disappears. I noticed this while in the regular engine too (not just debug mode). Now, in my example, the ladder is supposed to have a collision box (a known issue being fixed). But in other cases of smaller objects (let's say chains hanging from the ceiling, or plantlife growing in your building), you may not want collision on them, and would want the player to pass through them... this would then become a HUGE issue if your buildings start disappearing. Notice that this is the section with the portal only, as you can see the outter portion of the doorway (not in the portal) still there. If you look the other way, you'd see the outter wall of the same building too (basically, the walls/floor/ceiling disappear from the indside point of view). Anyway, here's what I'm talking about:
#25
07/05/2007 (12:48 pm)
The ladder thing *may* be fixed with Constructor 1.0.3. My guess is that it occurs because the zone generation included the static mesh collision brushes but those brushes weren't getting exported for Player collision so when you get "inside" them the Interior code is having trouble determining what zone you are in.
#26
07/05/2007 (10:25 pm)
Good to know... thanks, Matt ... here's to crossing fingers! :-)
#27
08/08/2007 (7:43 am)
In Constructor 1.0.3 I am still getting the bad Ghosting in portals.. What Can I do to help fix this for your next release.. and has any one found a good solution to fixing this now?
#28
Could any one enlighten my on this Please..
08/08/2007 (9:20 am)
I have noticed that the only portals that Have the Ghosting would be the ones that on the X axis.. What I mean is that if you were looking out of the portal you would be looking down the X axis.. I relay don't know why this is but I have noticed that it seams to be the only ones that are messing up.. Could any one enlighten my on this Please..
#29
www.garagegames.com/mg/forums/result.thread.php?qt=65670
DTS objects that are baked and without collision still cause problems. While most of the time they should have collision, there's a good case for instances where they may not have it, including overgrown jungle that has moved its way indoors, etc. Regardless, this is something that needs addressing, please.
08/08/2007 (9:54 am)
Not sure about the X axis thing ... I'll have to check that out. Thanks Adam. There's a new problem that also showed up in 1.0.3, and this is that DTS objects that are intersecting (with their bounding box) a DIF with working portals, it crashes Constructor. Think box truck where cab/chassis are DTS shapes and BOX is DIF:www.garagegames.com/mg/forums/result.thread.php?qt=65670
DTS objects that are baked and without collision still cause problems. While most of the time they should have collision, there's a good case for instances where they may not have it, including overgrown jungle that has moved its way indoors, etc. Regardless, this is something that needs addressing, please.
#30
But I am relay interested in the Xaxis portals..
08/08/2007 (11:33 am)
I got read of the Backed DTS's I honestly thing it would be a smarter idea for them just to have a reference of the the DTS goes instead of backing it and late the Engine load the DTS to right location.. But I am relay interested in the Xaxis portals..
#31
08/09/2007 (8:28 pm)
Is there any confirmation on the portals for the X axis..
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