Game Development Community

Building in a week

by Adam Wilson · in Constructor · 06/29/2007 (2:46 pm) · 35 replies

5 days 40 hours.

Constructor is on its way to becoming a very usual tool unfortunate things like zoning out rooms (portals) are very bug at the moment and you can't have transparency for windows but you can add dts files and back them in witch is very handy for making windows at the moment the only thing wrong is that you can run right threw the windows but the over all look of it I am happy with.. My one big complaint was working and tweaking and deleting lights was hit or miss when you saved out the fixes you would open up the file and there they would be even after you deleted them or messes with there properties.. I do like the constructor lights over the Torque lights thow not as harsh a light. ...

members.cox.net/monwilson/21csi/ConstructorB4.jpg..
members.cox.net/monwilson/21csi/TGEB4.jpg
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#21
10/12/2007 (11:34 am)
Scott Johnson.. I ended up doing the same thing I did notice that if I had a single mesh (plain with 2 triangles) and my texture didn't have 2 sided on then it still rendered as 2 sided as a backed DTS...
#22
10/12/2007 (11:43 am)
Oh my!!! I also have this problem. I imported the model but windows were gone : just no windows at all. And now I have to put in DTS files (the pity thing is my DTS window is very small because I have stretched it out in Constructor.
#23
10/12/2007 (11:56 am)
@Vlad

Be sure you're saving your constructor files with the .csx extension, I believe that if you save .map files, it loses the .dts information..

Otherwise, I'm not sure what's happening.

@Adam

Ok, so you just aligned all of your .dts and .dif elements within the mission editor (not constructor) manually, right?

It would really rock if the .dts baked in would behave consistently re:transparency, as doing the alignment manually in the mission editor is kind of a pain.. However I do like the idea of exporting the geometry from constructor into the 3d package, this would allow for creating perfectly sized .dts elements that would match up properly.

I'll have to experiment with a 1 sided texture on the single plane (2 is what i've always used, just because it seemed appropriate)...

Thanks for the feedback!
#24
10/12/2007 (12:12 pm)
I'll experiment first thing tomorrow morning. Will try different dts files and see if any actually works (I have generated many from Milkshape). I work with Constructor: in Constructor I see the dts files and I can see through them. Maybe u r right about csx - will see into it.
#25
10/13/2007 (4:23 am)
Oh I finally did it :D, I collected the museum :). Ive done it same way as you guys. All separate. Windows as one static shape. Here an example of what I got so far. it has no lights and mistakes but hehe still like it :) Its my first truly finished one.

One problem i can walk through Windows: guess i didn't make bounding boxes.

http://static3.filefront.com/images/personal/t/tvvladimir/95674/ecmcbdblvu.jpg
#26
10/13/2007 (10:55 pm)
I do it like this so you don't have to make collision meshes inside the DTS file I use detail brushes with a the NULL.png file on them so they don't render and do to the fact that Detail brushes don't deal with visibility you can still see threw them and you get your collision.. I got it to work in TGE... TGEA I don't know about.
#27
10/14/2007 (1:10 am)
Wow, thumbs up to you man, this is some really nice work!!
#28
10/17/2007 (9:39 am)
NICE WORK!

I'm curious ... what's the brush count on this bad boy?
#29
10/05/2008 (10:43 pm)
Now that is hard realy good work;]
#30
10/07/2008 (1:44 pm)
Thanks
#31
10/07/2008 (2:50 pm)
Ehy Adam I have some problem to understand how you got the .DTS window transparency works... Can you explain abit more your pipeline for it?

Tnx,

JoZ
#32
10/07/2008 (3:05 pm)
1.) Build in Constructor
2.) Save Out to *.low
3.) Load the *.low into your 3D application.
4.) Build your Windows using the imported *.low mesh
5.) Delete the *.low mesh and save out your windows as a *.dts
6.) Then you could load your *.dts file into constructor and bake it into your *.dif But I load the *.dif and *.dts separately into TGE / TGEA and using the same XYZ location and rotation did this so I could add collision to the windows.

simple run down hope it helps.
#33
10/08/2008 (2:16 am)
Ok, if I understand correctly baking the .dts in .dif works for you with transparency also... You just load them separately for some problem with collisions of baked .dts ... I think in this case I'll try as per ATW suggestion, using detail brushes textured with NULL.png so they don't render and I'll get collision.. I'll try if this work in TGEA... :-)

Tnx,

JoZ.
#34
10/11/2008 (9:32 am)
*jaw drops in astonishment of that incredible model*
#35
11/25/2008 (7:26 pm)
Great job. How does it look in night environments with the windows as such?
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