Game Development Community

Exporting .DIF from Maya?

by Mohamed ElShami · in Torque Game Engine · 08/31/2004 (11:23 am) · 10 replies

Hi All,
I know that QuArk is used to build game levels, it supports Torque .DIF formats, and could also import .map files, but i wanted to know what if we have our interiors or levels modeled
in maya? how can we export them to .DIF.
Thanks in advance.

#1
08/31/2004 (11:34 am)
There is no direct export to .DIF from Maya (or any other program, AFAIK). There is a .MAP exporter for Maya available (search the Resources section for it), but I have heard mixed things about it. You can try to export to .MAP and then use mapToDif to convert things.
#2
08/31/2004 (11:41 am)
Thank you Danny, thats exactly what i was looking for:)
#3
09/11/2004 (12:29 am)
Hi Again,
I didn't want to post another question until i do my own research,it has been like 2 weeks now since we started working with the mapExporter (the one from www.quakerally.com) plugin for maya, and can't get our interiors exported to .dif until now:(. We knew that the mapExporter has some geometry limitations that needs to be considered when exporting from maya scene to map, the exporter doesn't also exports texture names or layout information, and as the author pointed we should complete the final exporting stage by using mapper tool and he recommended GTKRadiant, anyways i tried both Radiant and quArk, quArk seemed to be the preferred mapper for GG community thats why I decided to go with quArk. When I used quArk to open the map file from maya mapExporter, I get many problems some of them was figured out, others still i dont know about them, here below:

-When i open the map i get many invalid or broken polyhedrons. ( anyways this seems to be fine and won't break the map2dif exporting).
-When i build the map file again in quark, i got parsing errors although i'm selecting Valve220 format in the configuration panel, and the floating point coord write is disabled as well, but as i open the .map file in text i still can see extra 3d coord in the end of each brush row, what i did is that i deleted them manually to see if the parsing gonna work, and yes it worked but i didn't get the correct .dif file.

We are really stuck, all our art work made in maya and we won't be able to get our interiors untill we have proper exporter, on the other hand it seems that few ppl only are exporting from maya/3DStudio, so i'm not sure if some one already had this problem and can guide me if he found a sollution.

I hope that you ppl had the time to read the post and if some one can guide me:)..

Thanks
#4
09/11/2004 (1:10 am)
@Mohamed: Don't worry about broken polyhedrons. I haven't ran up to a single time without that error, and it really does not make the map less playable or good looking.

Floating point coord write is disabled? Uh.. someone else might want to jump in here but my first impression is that you have an old exporter, can this be the case or am I just lost as well?

I'm sorry I can't provide you with any better help, but as you might have realised I'm also just one of those guys that do not use Maya/3DStudio to export my maps.

Good luck to you.
#5
09/11/2004 (1:26 am)
@Stephen, thank you for your info, at least i'm sure now that borken polyhedron issue won't screw up the map.

Yes i disabled the floating point coord write, this is an option in quArk configuration not in the exporter:).
#6
09/12/2004 (11:15 am)
Ok, I'll ask the question in a different way,
Was anyone here able to convert interiors from Maya6->DIF?
#7
09/12/2004 (2:36 pm)
No officially supported path for that.
#8
01/06/2005 (6:21 am)
I'm having issues as well with the exporting of Maya to dif format. I've recieved the same broken polyhedron issues and found a way to fix them, although now i realize it was pointless(due to previous posts).

Here are the issues i'm having:
Cannot find "common/caulk" texture (.jpg or .png)
Cannot find "common/terrain" texture (.jpg or .png)

Also when i export to .map the polygons blow up in some areas and upon reopening the file there are polys everywhere and holes in the original geometry. As far as I can tell everything is legal in the way the geometry was made but other than that it refuses to export without the common/whatever. I understand vaugely what it's loking for but what I don't understand is why it's looking for it. I've never even used the common/caulk or common/terrain things before and successfully exported from Quark. If anyone knows how to fix this it would be greatly appreciated.
Thanks.
#9
01/06/2005 (7:51 am)
@ Jonathan - The mayatomap exporter doesnt do textures at the moment. The common/caulk and common/terrain are just defaults it puts in the map file.

You can change these to a texture of your choice by replacing the common/whatever with your textures name in the map file (I used notepad with a quick find/replace).
#10
01/06/2005 (8:27 am)
@ Jonathan - The mayatomap exporter doesnt do textures at the moment. The common/caulk and common/terrain are just defaults it puts in the map file.

You can change these to a texture of your choice by replacing the common/whatever with your textures name in the map file (I used notepad with a quick find/replace).