Game Development Community

Constructor is a trash tool

by Alex Anderson · in Constructor · 07/22/2007 (3:11 am) · 30 replies

Hi,

its very hard to work with constructor, because its a lazy and astable tool.
My old pc ( AMD 2200+ 512 MB ATI Radeon 9100 ) was to slow for constructor, therefore i buy a new pc. ( Core2Duo 6800, 2 GB, 8500GT )
But the constructor remains very lazy and i'm crazy...
Take a look on the GTKRadiant , that is a fast tool for profesional work:
http://img170.imageshack.us/img170/3806/2007046previewqg9.jpg

Ok ok, i had import any big q3-maps with ase mapmodels.
The performace in constructor with a big map inside is the hell!
When i convert the q3 portals into tgea portals, the constructor crash at compiling.
The texturebrowser with many load textures is a torture.
A selection of any caulk faces needs a long time on my NEW pc!

Where is a Gtkradiant pipeline for torque?
With this tool im sleeping more then i can work.

Alex
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#21
07/25/2007 (5:58 am)
Well... does not seem to be true. First of all- TGEA is not ONLY for dynamic lights. It would be ... unwise to restrict it like that (using very polite terms). For most of the game (90% or so) you do not really want realtime lights because they are really expensive in terms of proc power. Sure, you need them in some places but certainly not all of your lights should be of that type or you will have serious performance problems.

Now- to the question: I am using TGEA together with constructor and everything works fine. TGA of course uses both dynamic and static lights, static ones can be setup in constructor with great results. If you'll have a problems just contact me through IM
#22
07/25/2007 (8:47 am)
Hi Radoslaw, many thanks for your offer. I will contact you soon.
#23
08/05/2007 (12:40 pm)
Hi,

i had tested the new version of constructor yesterday.
Many thanks for pimp up the load- and workspeed.

Alex

P.S. Please take a look in this thread : http://www.garagegames.com/mg/forums/result.thread.php?qt=65456
#24
08/15/2007 (10:19 pm)
Welcome back to this thread.

1) Please add Filter to de/activate the brushtypes.(detail, portal, lights ...)
You must only install the gtkradiant and take a look inside. :-)

2) Why don't work dts models in dif maps under tgea 1.02?

3) How is the state of dynamic prefabs? ^^
#25
08/16/2007 (7:06 am)
1. That would be a good idea for selection tools.

2. They seem to:
www.godsendproductions.com/images/tgea_dts_test.jpg
I exported it out of Constructor using File > Export as DIF and loaded it in just like any other DIF.

3. I do not believe dynamic prefabs are available. When pathed interiors are complete, then perhaps. I haven't played with the different entities available. There may be path information for triggers and such, but I'm not sure. But dynamic prefabs ala Max Payne are not available.
#26
08/17/2007 (3:09 am)
Hi David,

many thanks for your reply.
Your hint with Export as DIF works fine. Now i can see backed dts models in my maps! :)
Only the collision with dts models don't work.

I hope the feature of dynamic prefabs comes very soon into constructor. Then we can build big maps of prefab tiles. If you pimp a prefab with more details, the big map was automatic use the better prefab tile without a reload into the map. :)
#27
08/17/2007 (7:07 am)
I was using a camera, so I didn't test collisions. I wonder if the dts models have collision boxes.
#28
08/19/2007 (10:37 pm)
Wurgghs, that is a very bad story about the map2dif compilers. :(

When i use the [Export to Dif] Version, so i have backed in dts models BUT the collision of dts and DIF is corrupt.
All other versions gives me a correct collision but no backed in dts models. :(
#29
08/20/2007 (10:52 pm)
- My difs have random vertices move 0.XXXX during dif compile FOR NO REASON
- My difs have faces that randomly flip during compile and for no reason

Is there anything I can read that can truly help me learn this engine's "wild-quarks/workarounds/lazy-trick-fixes" without me having to bang my head into 120 walls to learn these fool's-issues on my own ?

---I will love you forever if you can even save me 1 headache about any of this.
#30
08/28/2007 (9:46 am)
Wurgghs 08/2007
----------------------

Hi Matt Fairfax,

i had searched a long time for the texture lock function.
But there is not a texture lock/unlock function.

Alex
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