Game Development Community

Latest MAP2DIFF supports Floating Point?

by Joe Bird · in Torque Game Engine · 04/15/2004 (3:23 am) · 5 replies

I am just getting into learning QuArK and have read in the forums to not select "don't write floating-point coords" in configuration/map/options because it can cause problems. I have read a tutorial that says use MarbleBlastMap2Dif.exe because it accepts floating-point coordinates. I have also read that the latest map2dif.exe can write to floating-point coordinates, however, the GG docs say to select "don't write floating-point coords" when setting up QuArK.

http://www.garagegames.com/docs/torque.sdk/tools/quark/chapter3.html

The docs also say to use Map2Dif_DEBUG.EXE, but I only got map2dif.exe when I downloaded the precompiled tools.

Currently I have QuArK set up to use the map2dif.exe included with my precompiled tools download with "don't write floating-point coords" NOT selected. Is this the optimal setup? I want to make sure because it goes against what the GG docs say, but is what has been suggested in the forums.

#1
04/15/2004 (9:36 am)
Use floating point coords.

The suggestion to not use them is very old, as at one time Map2Diff did not support them.

As for using DEBUG... you should be fine using map2dif.exe
#2
04/15/2004 (9:39 am)
Wasn't this settled yesterday?
#3
04/15/2004 (11:37 am)
With the next upload of the docs, that much antiquated suggestion to disable FP will be removed.
#4
04/15/2004 (5:40 pm)
DOH! Sorry Everyone. I swear I did a search... but somehow missed that post. I guess the search feature only checks the subject line? That subject line said FP.
#5
04/16/2004 (5:29 pm)
Yes unfortunately the search is somewhat limited. The FP reference has been removed from the docs.