PaulWeston Posted April 23, 2015 Share Posted April 23, 2015 Hello all,First time posting at this new forum, have been a long time user of the garagegames.com forums/resources... Great to see so much action here!Anyhow, I am having some issues lately with the new Torque versions, and I'm hoping somebody can shed some light for me...In a nutshell, we have built the complete Star Trek original series Enterprise in T3D, and we give it away for free on our web site for fans. It was originally created in T3D 1.1B3, then migrated up to 1.1 Final, and a year or two ago we migrated again to 3.0 in order to integrate Oculus Rift support. Things were more or less fine, and the current download of the game is using that 3.0 build without any major issues.However, now I am trying to bring the code up to the latest version 3.6, to take advantage of the new features. Was able to merge everything together (an arduous task because we also use AFX and many other mods/resources), and it compiles and runs, but whenever I switch zones in the ship by moving from one deck to another, the game will crash 80% of the time when transitioning zones.The zones were never an issue before, we need them because the ship is so big and so full of stuff that the engine will crash on load if we do not zone the decks. But now they seem to be causing problems.Cannot 100% confirm it is the zones, because we also integrated the old Male Advanced Character kit into our project, which required some porting and hacking to make it work with a newer version of T3d than it was ever intended for. So it could be something with that engine code that is messing things up... But our characters all animate properly and look great and have the melee functionality, so I'd like to think the ACK is working fine.My question about the zones is this: Is there an optimal way to use them? We currently have large horizontal zones, one per deck, for 24 decks. Each zone encapsulates the entire deck's width and height, so that only the deck floor/walls of the current zone are visible at any one time. Sometimes they are not perfect and the entire deck/walls do not disappear, but everything within does. I have been tweaking the zones to try and get them all to fully make their deck disappear when not inside, but this is not always possible because of the close proximity of each zone one on top of the other. I am trying to avoid zone overlap.Have placed portals at all staircases and elevator shafts, etc, so you can see through to the next zone, and am very happy with how it is all laid out, but I'm just wondering if having 24 zones stacked on top of each other is maybe not the best way. Would it be better to have fewer zones, say one for the saucer section, one for the neck, and one for the lower hull? To give the engine a break in terms of calculating zone contents visibility all the time?Just looking for some help/ideas, because at this time we are stuck with our old 3.0 version and I would really like to bring it up to date and be able to walk the whole ship again.Thanks in advance!Paul Quote Link to comment Share on other sites More sharing options...
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