Game Development Community

Lighting and Compiling

by Morrock · in Constructor · 04/07/2008 (2:48 pm) · 11 replies

Hey there, this is my second time making something with Constructor. I have 3 problems getting this building of mine to work. The first is a lighting issue, I'm not good with Constructor (or any 3d art at that, I script) so I may be doing something wrong and it's not the program, so any help would be appreciated.

I'm using light_omni, gametype = torque to light most of the building. Whenever I save, close, and reload the scene the falloffs for every light seems to reset to fallof1 = 400 and falloff2 = 200, it also happens randomly, occasionally when I relight the scene, when I change textures, I don't even know. Every time I reload the .csx any light I deleted last load is back with the same properties as before.

Secondly, I have a corner of a room that is completely dark and 3 wedge brushes making up a stair basing will take only the smallest amount of lights (for it to even give a small glow I had to set a light right next to it with falloffs around 20,000.) I deleted the brushes and made new ones, placed them there, nothing. Here are some pics.
textured view with dynamic lighting shown
solid view with dynamic lighting shown
And to show there's nothing wrong with the texture:
textured view, shaded lighting


Finally, when I try compiling using Export/Torque Game Engine (map2difplus) I get the follwing error
Converting scene to map ...
Map: C:/DOCUME~1/BBG/LOCALS~1/Temp/hhh_tavern.map
Copying textures to G:/Documents/Torque/myGraphics/DIF/hhh_tavern ...
   Wall_block01.jpg
Failed to copy texture.
Command Failed. Export Aborted.
Cleaning Up ...
Deleting auto converted map ...
I'm assuming it means it couldn't copy all the textures? I don't see why, they are able to be accessed through constructor, exist on the drive, and I even tried copying them all into the directory, same error.

Export DIF and Export Legacy DIF just crash the exe. I went over the entire interior, making sure brushes didn't intersect.

#1
04/07/2008 (3:02 pm)
Are you using the latest 1.04 version of constructor? If so, please send me the CSX file, I will try to duplicate and fix the crash problem.
#2
04/07/2008 (3:15 pm)
Wow that was a fast response.
Actually, I'm not sure if I'm using 1.04, lemme check, if not I'll download and see. Just to make sure, I don't also need to install 1.01, 1.02, etc... for 1.04 to work?
#3
04/07/2008 (3:36 pm)
Ok, updated it. I loaded it in with 1.04 and the lighting is still broken in all the ways I mentioned.Export/Torque Game Engine (map2difplus) still gets the error but it seems to compile fine with Export Legacy DIF and Export DIF. I haven't gotten to test either of them in TGE so we'll have to see how it looks in there and if the lighting is any better. Either way, thanks for the help so far, we'll have to continue it later because I have to go.
#4
04/08/2008 (6:51 pm)
Ok, compiled a few times and it wouldn't show up ingame, I'd click add through the mission creator and nothing would happen (it was showing up on the list). I moved the portals to fit a bit better and moved some walls, recompiled, and it was suddenly able to appear ingame. The lighting came out just as I had set it up (which I'm not sure if that's a good thing ;p) and the staircase had no light-sucking "black hole" around it. These problems still show up in the editor however.

I did get a new problem though, several of the walls (all of them outer walls except one very small one) have outer faces completly missing, allowing you to look inside the building. It still registers collisions and the inner faces are there, so you are unable to see out. Just look at the pics
i11.photobucket.com/albums/a176/iluin/tavernGlitchLive_Outside.jpg
i11.photobucket.com/albums/a176/iluin/tavernGlitchLive_Inside.jpg
i11.photobucket.com/albums/a176/iluin/tavernGlitchLive_Stairs.jpg
Here you can see the missing brush face on the outside (with me shooting and it exploding against where it should be.)
An inside shot of the previous screen.
And the stairs are fine. (Though i never made the door leading outside that wide...)

These next to pictures present a very strange problem. Whenever you are on the same height as the "gaps" and you look at them, or away from them, so that the angle is between about 30 degrees, and straight this happens.
i11.photobucket.com/albums/a176/iluin/tavernGlitchLive_WTF2.jpg
i11.photobucket.com/albums/a176/iluin/tavernGlitchLive_WTF.jpg
The first is just looking at it. The black seems to be in the shape of the gap, in this shot it was thinner for some reason. The red blocks are the mission boundries, they grow bigger and bigger. The green, the interior's selection box.
This second picture shows it after moving the camera a little (keeping within the 30 degrees) and a large lag trail of me dragging the mouse down.

I mananged to fix one of the walls just by stretching it our further and reapplying the texture, it caused it to intersect alot of other brushes, which even though it's bad practice, is much better than that. I think it has to do with bad portaling maybe?

Would you like me to send you the .csx file so you can see it, or is this a known problem?

Thanks!

Edit: TGE 1.5.0 by the way. I'm exporting as a legacy, this is correct?


More Edit: Ok, I took all portals off the interior and all the outer walls became fine (the one example of it inside was still messed up.) I then turned off HSR on-export, re-exported and loaded it. No problems whatsoever (that weren't caused by me :D). I'll need to check another time if I can turn portaling back on and still not have these glitches.
#5
04/08/2008 (7:53 pm)
Did you use 4/1 version of 1.04? (yes, I know I should have given new version numbers to each one, I will do this in the future). If not, be sure to get it from here: tdn.garagegames.com/wiki/Constructor

If you did use that version, or if you get that version and it doesn't help, then please send me the bad .CSX file, I will look into the issue.

Yes, exporting as legacy is correct. (If possible, i recommend upgrading your 1.5.0 TGE to 1.5.2)
#6
04/09/2008 (3:12 pm)
That page on tdn is where I got my 1.04, so...yeah I was using that version. When sending .csx, do I need to include the textures, and anything else?
#7
04/09/2008 (4:57 pm)
You only need to include the .csx file
#8
04/13/2008 (9:26 am)
@Morrock - Have you sent the csx file? I haven't seen it in my email box.
#9
04/14/2008 (5:35 pm)
I just sent it, sorry it took so long to send, been so busy I couldn't get on the past week.
#10
04/14/2008 (7:45 pm)
@morrock - Got it, thanks. This is the perfect map for debugging, because it has the error that I've been trying to hunt down (invalid Zone in Zonelist) in spades.

What is happening is that something is screwed up in the zones causing unassigned zones to be added to the zone list. This used to result in an access violation, but now it results in all "unknown" polygons being assigned to the outside zone. I should be able to figure something out with this. Thanks!
#11
04/15/2008 (2:35 pm)
Yay, my fail helps out! LOL!

Wait, that was for the portaling issue and walls dissapearing... Do you know what's wrong with the lighting there? Is that same error showing on your computer?