Game Development Community

Constructor texturing.

by Braveheart · in Constructor · 12/05/2007 (1:47 pm) · 7 replies

Alright, I imported a model which I modelled and textured in Blender as I heard that constructor is much better for interiors/buildings, also it will calculate all the collision instead of making about 40 different little collisions meshes for every little thing in my model, but when I import it all the textures are messed up...

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How can I solve this? Or should I just build the model in constructor instead of Blender? If so, how do I texture models in constructor? How can I cut out parts of the model to make door ways etc in constructor? Will modelling buildings in constructor mean I don't have to put collision meshes around everything will it do it for me?

#1
12/05/2007 (1:54 pm)
You should build the level geometry in Constructor and texture it in Constructor. Also make sure that your textures are power of two. Make any detail models as DTS objects to add to your level in the World Editor in Torque. The DIF format will take care of collisions when you export without creating a million little collision boxes.

EDIT:
Did you export that file as a .map or did you just load in the .DTS? You have to make sure that it is a map file. Constructor does no conversion work.
#2
12/05/2007 (2:01 pm)
It was a .map to begin with, but constructor failed to load it... Where can I learn more about constructor? The tools, how to texture etc.

Sorry for the same questions, but I really do need to find the perfect answer :P.
#3
12/05/2007 (2:07 pm)
Constructor on TDN, though most Quake and Half-Life level editing sites will have relevant information. The editors will be different, but the concepts the same.

Interesting. What had the original map been created in?
#4
12/05/2007 (3:22 pm)
Thanks a lot! I take it "materials" is the texturing?

The map was created by a Blender quake .map exporter.
#5
12/05/2007 (4:29 pm)
Make sure all textures are power of two. Next, make sure that the map exporter for Blender supports the valve220 format (which is the standard for Torque to parse, though it can parse some Quake/2/3 maps as well). If you can export to Half-Life, then you should be fine. I've not used the map exporter, but have seen others have "okay" results with it. Usually they end up using Quark or Constructor for level geometry.
#6
12/05/2007 (5:54 pm)
So all in all you'd recommend using Constructor for making buildings instead of blender?
#7
12/10/2007 (11:55 am)
Make the building in constructor. Then make the individual models (doors, soda machines, cash registers, etc) in blender, UV map the models in blender, make a material for each model, and then import the models as static shapes into constructor. Then export the scene.