Game Development Community

QuArk's DIF not correct

by Samme Ng · in Torque Game Engine · 09/03/2004 (12:26 am) · 7 replies

Our artist using QuArk to build the interior, however, as everyone may know, we have turn off the "float point" for export. May be due to this reason, the exported MAP/DIF not the same as in QuArk:

The following is the image captured from QuArk
www.opusgame.com/uploads/quark_problem.jpg
And the following is the view in the game, please notice the area bounded by red circles:
www.opusgame.com/uploads/quark-problem-in-game.jpg
Do anyone facing this kind of problem? How can I solve it? It will happen in large interior as well.

In fact, we would like to use QuArk to build very details build, in more curved item, what will be QuArk's limitation in building any kinds of object?

Thanks.

#1
09/03/2004 (12:40 am)
Floating point exports were fixed long ago. If you have updated map2dif since then, you should be able to export with finer precision.
#2
09/03/2004 (6:43 am)
How long will it be? I am using the 1.2.1 HEAD, around Dec. 2003.
You mean we can use floating point in export by using the new map2dif?

Where can I get one?

Thanks.
#4
09/03/2004 (8:01 am)
Is there a way to get floating point in export if I'm using Hammer?
#5
09/03/2004 (8:44 am)
Stefan Brink: I'm pretty sure this is a problem that lies in the exporter, not in the CGI tool. Ie: It's not Hammers or Quarks "fault", it's the exporter that wasn't precise.
#6
09/03/2004 (9:37 am)
Alright... So downloading map2dif from the link David Blake provided should fix it?
#7
09/03/2004 (12:41 pm)
Try it and find out. If not, then search Hammer's help for "floating-point". There may be a checkbox somewhere to check.