Plan for Tom Spilman
by Tom Spilman · 05/26/2005 (1:12 am) · 2 comments
So the last few days i took some time to work on the next update to Torque Pipeline, our easy to use exporter for DIF interiors from Cartography Shop.
We had a short list of bugs to correct, some from our internal use and a couple from the community... all fairly boring stuff. Still we implemented a few new features:
- Inside/outside light scales can now be different for TGE DIFs.
- Lightmap statistics added during output.
- You can keep construction brushes from exporting by putting them in a hidden VisGroup.
- We added support for John Kabus' lightmap borders fix via a new worldspawn property.
All good stuff, but the biggest feature is that you'll be able to import Valve220 .maps into Cartshop:

You can see the familiar cottage and tower there from your Torque SDK. Note this is really an importer and is available right from the Cartshop File->Import menu. I still need to work out textures and a few other little details, but so far so good. The only thing that is gonna be tricky is floating point units. The .map format isn't very stable when you go from a plane format, to triangles, then back to planes. We'll see how it works out, but at least people who have existing assets for QuArK or WorldCraft have a way to get their work over to Cartshop now.
You can expect the 1.1 beta this week.
We had a short list of bugs to correct, some from our internal use and a couple from the community... all fairly boring stuff. Still we implemented a few new features:
- Inside/outside light scales can now be different for TGE DIFs.
- Lightmap statistics added during output.
- You can keep construction brushes from exporting by putting them in a hidden VisGroup.
- We added support for John Kabus' lightmap borders fix via a new worldspawn property.
All good stuff, but the biggest feature is that you'll be able to import Valve220 .maps into Cartshop:

You can see the familiar cottage and tower there from your Torque SDK. Note this is really an importer and is available right from the Cartshop File->Import menu. I still need to work out textures and a few other little details, but so far so good. The only thing that is gonna be tricky is floating point units. The .map format isn't very stable when you go from a plane format, to triangles, then back to planes. We'll see how it works out, but at least people who have existing assets for QuArK or WorldCraft have a way to get their work over to Cartshop now.
You can expect the 1.1 beta this week.
About the author
Tom is a programmer and co-owner of Sickhead Games, LLC.

Torque Owner Gilles Jr Lafrance
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