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So I make a really cool terrain. I go into TT to use the Mod Wizard to add trees, rocks, powerups, whatever. Sometimes I can add objects and sometimes I can't using the Mod Wizard. Sometimes I have to add the trees and rocks using TGE and the Mod Wiz to add powerups, gates and pads. But when I try to open the file again in TGE, the things I added with the ModWiz aren't there and vice-versa.

I am very careful to make sure I copy the udated.ter and.mis files from the TGE folder to the TT folder and I rename the file created by the ModWiz to the correct mission name. So I think I have that possible problem covered.

Last night I was doing then and "all of a sudden" the map wouldn't load at all in TT and crashed. It happened during the "Lighting Mission" phase of the server load.

Any ideas?

Wednesday, March 23, 2005 at 7:12:46 AM

Because your terrain and the objects are in different positions. In TGE the terrain is much higher then what it looks like in TT.

Wednesday, March 23, 2005 at 7:16:32 AM

OK. So when I try to insert an object using the Modwiz in TT, is the object being placed at a lower level there as well? So far this has only happened with trees and rocks.

Wednesday, March 23, 2005 at 7:48:10 AM

I think thats what happens..

Wednesday, March 23, 2005 at 8:05:10 AM

@ Räbbän (UF)

This is what I have learned so far using TGE and Mod Wiz.

One would think that these two products would work hand in hand, but they don't.

I think one of the most difficult things I had to learn was what happened where and what to add from where (in TGE) and what to add in Modwiz.
One of the tings I also found was if you were using some special emittors and had a line in the mission file, take it into Mod Wiz add your stuff and save it. Mod Wiz doesn’t save your file it re-writes it. Ah, but it only writes the stuff it understands and omits the rest. I could'nt believe it. Not only that, but when it rewrites it, the format is different. If you look at the TGE mission file and compare it to the new Mod Wiz mis file even the formatting of the sky parameters has been re-formatted.
Really pissed me off for a while. Lots of head banging. So I always make a copy before I change the mission file. Like siberiaold.mis, so I have something to go back to if necessary.

Here's the routine I use and seems to work fairly well for me.
1. I decide concept of the map to make, game style, and size.
2. Duplicate and existing map, my own, dash whichever will work well for your intentions.
3. I sculpt (sounds artsy fartsy, where's my beret?) the terrain so I have the landscape who I want it, and then paint the textures.
4. I add all of the static objects in TGE! Rocks, trees, bones, volcanoes, etc., and I only add from the static/shapes/game directory. Nothing else. They should all come from the game directory. I then save the files and I have my initial.ter and.mis files.
5. I then take those files into Mod Wiz and add all of the dynamic elements. (Power ups, reload gates, speedpads, spawn points/goals.) I know each of the same elements are available in both TGE and Mod Wiz but they will not work if added from the wrong application. (For example you can add a speed pad in TGE but it will not be animated, or function as a speed pad in the game unless placed by Mod Wiz.)

When I save that I again rename the original.mis file to xxxold.mis and rename the MW_xx,mis to the proper name.

That seems to work well as I always have the old and new to compare. I have had to go into the old and add some information that Mod Wiz omitted when writing the file. But only have had to do that when I see something is missing or the mod won't launch.

Hope that helps, Give me a shout if you need anything. I’m currently troubleshooting a couple of issues CB is having.

Napalm

 

Wednesday, March 23, 2005 at 8:08:30 AM

@ Napalm - You've described the method I was starting to adopt. I was just hoping I was actually doing something wrong, since you're right, I thought they should work "hand in hand". At first, I was able to add trees and rocks in the ModWiz and it seemed to do fine, but somehow I lost that capability. I was using TGE to place everything, but then I noticed it was difficult to set the direction an object would face (like the ammo gate) so I started using the ModWiz to place such things.

So at least now I know I'm not crazy (distrubed, sure) and will have to join in on the hoop jumping. Thanks for your help.

Wednesday, March 23, 2005 at 12:00:09 PM

Oh, BTW: I believe your on a PC. You can grab the handle of an object to move it along one of the 3 axis points. Easy right? You can also (alt+ shift) click the handle which will rotate the object on one of the 3 axis' as well. If you (alt + Ctrl) click you can scale by dragging out either the top, or either side of the object. The bounding box turns blue when activating the scale function. I dodn't know the key shortcuts for some time.
Hope this helps,

Napalm

 

Wednesday, March 23, 2005 at 12:19:07 PM

Cool Nappy Ya learn something new everyday
The only work around for Mod Wiz is that you must rename your map to
the TT#_#.ter format to add rocks and trees.
First rename the map and edit your terrain call block in the mis file
After adding all the objects save out and rename and re-edit to match your final map name
the upside is you get to drive on the map and determine the best placements for
boosts and spawns. And coordinate your obstacles accordingly
Just beware and make a copy if you want to reopen the populated mission in TGE
The boosts and gate disappear
Quite unsettleing if you are unawares
Roo

 

Wednesday, March 23, 2005 at 4:39:04 PM

Hey Nappy,

 

3. I sculpt (sounds artsy fartsy, where's my beret?) the terrain so I have the landscape who I want it, and then paint the textures.

 

Is this you?

 

 

 

-Rx

 

 

Wednesday, March 23, 2005 at 9:53:24 PM

Damn, my pre-plastic surgery photo surfaces again!!

Lol

Nap

 

Last edited: Thursday, March 24, 2005 at 6:44:39 AM

Thursday, March 24, 2005 at 6:43:49 AM

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