FP support for map2dif?
by Stephen McGreal · in Torque Game Engine · 04/13/2004 (7:53 am) · 24 replies
Hi,
I note from several tutorials and bits of documentation that it's recommended that you select the "don't export floating point values" option in Quark, because map2dif doesn't support it (in fact, it won't export any other way). When trying to export some .maps which did use FP values for some angles etc, predictably, they wound up looking a bit odd when I dropped them into Torque.
I'll admit to not having looked deeply at the code for the exporter or the interior stuff in the engine, so I'm wondering: Are there any plans to add FP support to map2dif? And what's the reason behind map2dif not currently having the support? In other words, is it a shortcoming in the exporter, or in the Torque engine itself? Any insights much appreciated :o)
Cheers...
I note from several tutorials and bits of documentation that it's recommended that you select the "don't export floating point values" option in Quark, because map2dif doesn't support it (in fact, it won't export any other way). When trying to export some .maps which did use FP values for some angles etc, predictably, they wound up looking a bit odd when I dropped them into Torque.
I'll admit to not having looked deeply at the code for the exporter or the interior stuff in the engine, so I'm wondering: Are there any plans to add FP support to map2dif? And what's the reason behind map2dif not currently having the support? In other words, is it a shortcoming in the exporter, or in the Torque engine itself? Any insights much appreciated :o)
Cheers...
About the author
#23
I have had toughts on buying your exporter and when I read about features and functions I was quite impressed. One tought tough, and I quote:
I think this sound really cool, reminds me of how you would make a level or UT2003, mixing geometry made in UnrealEd with pre-made Static Objects made in a 3D app.
I've already experimented with high-detail-invalid geometry in DTS format and mixing it with DIF interiors and the only problem is geting things to scale properly (wich I've seen others also have problems with) and placing these DTS shapes with precision.
Could your exporter help me in any way ??
04/17/2004 (6:32 am)
@Ted, congrats on the new gS bundle !!I have had toughts on buying your exporter and when I read about features and functions I was quite impressed. One tought tough, and I quote:
Quote:
By modeling with convex shapes and using the plug-in's interface to "tag" the objects intended for export, the user can create scenes that mix both interiors and objects without needing to export the entire scene from the application
I think this sound really cool, reminds me of how you would make a level or UT2003, mixing geometry made in UnrealEd with pre-made Static Objects made in a 3D app.
I've already experimented with high-detail-invalid geometry in DTS format and mixing it with DIF interiors and the only problem is geting things to scale properly (wich I've seen others also have problems with) and placing these DTS shapes with precision.
Could your exporter help me in any way ??
#24
04/17/2004 (7:58 am)
Thanks! Good thing they announced it, I thought my head was going to burst from not being able to say ;) My exporter exposes the scaling option, so whatever scale you build your objects in, you can find the scaling factor that you need to get it to export to the same size as your DTS models. Of course, I also need to know what the default correlation is between the DTS and MAP scales in trueSpace/gameSpace, so I'll most likely be posting that on my website in the very near future(especially since I have about 2 dozen interiors calling my name for my game project). I believe Matt's DTS exporter exposes that scaling factor as well(and on top of that, I know that scripting has a bit to say about it too). HTH.
Torque Owner Jorgen Ewelonn