DIF Problem
by Charles Wolfsandle · in Torque Game Engine Advanced · 11/07/2007 (7:56 am) · 19 replies
Has anyone had issues with collisions on DIFs exported from constructor? The DIF that I made in Constructor works properly in TGE, but when I export for TGEA and place in mission I can walk through it without colliding. Any ideas?
#2
11/07/2007 (10:07 am)
The strange thing is that when I fire the crossbow at it it explodes on contact...
#3
11/07/2007 (10:12 am)
I never tried seeing if projectile collision worked rather than player collision. Did the patch fix the problems?
#4
1)Export as Dif
2)Export as Legacy DIF
3)Export as Legacy TGEA DIF
4)Export-->Torque Game Engine(map2dif plus)
4)Export-->Torque Game Engine Advanced(map2dif plus TGEA)
I applied the patch, just making sure how I should export
11/07/2007 (11:09 am)
Which Export Option should I be using for TGE or TGEA?1)Export as Dif
2)Export as Legacy DIF
3)Export as Legacy TGEA DIF
4)Export-->Torque Game Engine(map2dif plus)
4)Export-->Torque Game Engine Advanced(map2dif plus TGEA)
I applied the patch, just making sure how I should export
#5
11/07/2007 (1:03 pm)
I use export as Dif.
#6
11/07/2007 (1:37 pm)
You need to use export as DIF, its the most compatible one at the moment but sadly it does not support portals at the moment as well
#7
11/07/2007 (3:15 pm)
Thanks for the fast replies...I'll see if the patch works
#8
11/07/2007 (4:47 pm)
Looks good...now I'm just bummed about portals
#9
11/07/2007 (11:12 pm)
You know I had collision problems just like that, but if i made the model...saved it, and then opened it back up before i exported it, then it worked fine:)
#10
11/08/2007 (6:36 am)
That's why they were inconsistent. The new patch fixes those issues.
#11
to
Its explained in detail in this forum post.
Hope this helps some people with portals not working.
11/19/2007 (12:12 pm)
It is posible to get portals working you need to recompile map2dif_plus after altering a line in the source code, this worked for me, all you need to do is change the line recompile map2dif_plus, copy the execuatable over to constructor folder, change the line back and recompile just to make sure the value is back to normal for the rest of the engine.U32 Interior::smFileVersion = 14;
to
U32 Interior::smFileVersion = 0;
Its explained in detail in this forum post.
Hope this helps some people with portals not working.
#12
1. Do I still need to get the patch? That post is from the end of September and I would assume that GG updated the one on their product page.
2. How do I tell if my new map2dif_plus works?
11/21/2007 (6:37 am)
I have two questions:1. Do I still need to get the patch? That post is from the end of September and I would assume that GG updated the one on their product page.
2. How do I tell if my new map2dif_plus works?
#13
2. Change the export simply. You can configure it and tell it to use a different exe
11/21/2007 (6:50 am)
1. Yes you still need to get it. Constructor is still 1.0.3, no new version2. Change the export simply. You can configure it and tell it to use a different exe
#14
2. Oh, what I meant is how I know if it actually worked. I replaced the export .exe in the Constructor folder with the newly compiled one. But I can't really tell any difference on the .dif produced. Now I only exported a block to try it out so I assume I wouldn't notice anything. But how do I make sure that it works properly (i.e. exports portals properly).
I got TGEA last week so I don't know how it worked in prior versions.
11/21/2007 (6:57 am)
Thanks for the quick reply,2. Oh, what I meant is how I know if it actually worked. I replaced the export .exe in the Constructor folder with the newly compiled one. But I can't really tell any difference on the .dif produced. Now I only exported a block to try it out so I assume I wouldn't notice anything. But how do I make sure that it works properly (i.e. exports portals properly).
I got TGEA last week so I don't know how it worked in prior versions.
#15
11/21/2007 (7:12 am)
Using a debug compile of the engine, load your DIF and go into the console. Type setInteriorRenderMode(7); It will show you your portals. Check out Desmond Fletcher's holodeck tutorials for more information on render modes in debug.
#16
Thanks for the information. After looking through those pages and browsing around I thought I had to download the resource and integrate it. But apparently it was already integrated to begin with :) The setInteriorRnderMode(n); that is.
11/21/2007 (7:25 am)
Oh wow, more quick replies. After looking through these forums I saw that most replies usually took a day or so. Now I'm really impressed :)Thanks for the information. After looking through those pages and browsing around I thought I had to download the resource and integrate it. But apparently it was already integrated to begin with :) The setInteriorRnderMode(n); that is.
#17
Portals will stop a given area from being rendered if that area is not in line of sight. If you need help on how to make portals, say so and I will walk you through them.
11/21/2007 (7:42 am)
With TGEA use the "export as legacy TGEA dif" if you will be using portals (with the new patch/exe dropped into your constructor folder) The setInteriorRnderMode(7) will show you in WE your portals by way of different colored areas for each portaled area(hitting I think F9 will also inact the same). If the area is white, a portal is not functioning appropriately. The setInteriorRnderMode(n) functions will only work when your using the debug.exe . Portals will stop a given area from being rendered if that area is not in line of sight. If you need help on how to make portals, say so and I will walk you through them.
#18
11/21/2007 (7:59 am)
Ah yes, I had forgotten that. I was testing in TGE, not TGEA. Thanks, Andrew.
#19
F9 button worked like wonders and my areas are separated as they should be with the portals.
Now I ran into a few more problems:
1. The terrain doesn't show up inside the interior, which is good.. but the player still collides with the terrain. Is it possible to turn off terrain collision inside an interior? It'd be horrible have to edit the terrain map to flatten out the area it was annoying enough to export it to atlas format.
2. Oh.. and what if I want the terrain to actually show up inside (I guess that could be useful).
Thanks for all the good replies :)
Now I'll just experiment with the lighting and the trigger thing I found in Constructor. Seems nice to actually be able to place these without having to be in that clumsy world editor.
11/21/2007 (8:10 am)
I got it all working.F9 button worked like wonders and my areas are separated as they should be with the portals.
Now I ran into a few more problems:
1. The terrain doesn't show up inside the interior, which is good.. but the player still collides with the terrain. Is it possible to turn off terrain collision inside an interior? It'd be horrible have to edit the terrain map to flatten out the area it was annoying enough to export it to atlas format.
2. Oh.. and what if I want the terrain to actually show up inside (I guess that could be useful).
Thanks for all the good replies :)
Now I'll just experiment with the lighting and the trigger thing I found in Constructor. Seems nice to actually be able to place these without having to be in that clumsy world editor.
Employee David Montgomery-Blake
David MontgomeryBlake