Game Development Community

Strange Dif Errors.

by Cameron Ditty · in Artist Corner · 11/29/2003 (11:29 pm) · 3 replies

I have created a test building using GLB 2.21 and then converted to dif in quark.

The header of the map file was edit to look like:

{
"classname" "worldspawn"
"min_pixels" "100"
"geometry_scale" "32.0"
"light_geometry_scale" "32.0"
"ambient_color" "0 0 0"
"emergency_ambient_color" "0 0 0"
"mapversion" "220"
"wad" "\home\projects\torque\example\demo1\data\interiors\textures.wad"

{
( -182.002 -145.995 0 )( -177.995 -142 0 )( -182.002 -142 0 ) Concrete1a 0 0 0 1 1
( -182.002 -145.995 64.0474 )( -177.995 -142 64.0474 )( -177.995 -145.995 64.0474 ) Concrete1a 0 0 0 1 1
( -182.002 -145.995 0 )( -177.995 -145.995 64.0474 )( -177.995 -145.995 0 ) Concrete1a 0 0 0 1 1
( -177.995 -145.995 0 )( -177.995 -142 64.0474 )( -177.995 -142 0 ) Concrete1a 0 0 0 1 1
( -177.995 -142 0 )( -182.002 -142 64.0474 )( -182.002 -142 0 ) Concrete1a 0 0 0 1 1
( -182.002 -142 0 )( -182.002 -145.995 64.0474 )( -182.002 -145.995 0 ) Concrete1a 0 0 0 1 1
}
{
etc...

I was getting an invalid face < 3 points error when using the normal map2dif_debug, but it compiled fine when using the marblemap2dif. The problem is that I get the following error when I try to load the .dif file into tork version 1.2.0

free.7host02.com/doowah2004/dif-error.jpg
Can anyone clue me in as to what this is???

Thanks in advance,

Cameron

#1
11/30/2003 (8:46 am)
Are your textures either in the same directory as the .DIF, or a subdirectory?
#2
11/30/2003 (9:09 am)
Thank you Eric, that was the solution. I thought it would be like .dts and just not texture it when the .pngs are missing, but instead it kicks out that error.

Thanks again,

Cameron
#3
11/30/2003 (9:45 am)
You're quite welcome (bill is in the mail).

That error is almost always from missing content of some sort. I only wish the error log would say what. :-)

Good luck!

-Eric