Why map2dif anyways?
by Erik Madison · in Torque Game Engine · 12/08/2004 (10:50 am) · 7 replies
Related to some other posted thoughts...
Why do we even use difs? There are tons of bsp compilers out there, some crap, some extremely nice. Aren't we reinventing the wheel here? I really don't understand much of csg and bsp, so my limited knowledge has me really wondering about just loading standard bsp's, and letting other groups maintain the bsp compiler.
Why do we even use difs? There are tons of bsp compilers out there, some crap, some extremely nice. Aren't we reinventing the wheel here? I really don't understand much of csg and bsp, so my limited knowledge has me really wondering about just loading standard bsp's, and letting other groups maintain the bsp compiler.
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#2
12/08/2004 (11:50 am)
This is one can-o-worms that is best left unopened.....
#3
and all of them have licenses that keep them from being used with TGE
12/08/2004 (12:15 pm)
"There are tons of bsp compilers out there"and all of them have licenses that keep them from being used with TGE
#4
Did you ever release a resource for loading .map files into Torque? I remember seeing that you'd done that in a .plan, but I didn't have any clue if it had been released. I must say that map23DS is an EXCELLENT tool, though!
12/08/2004 (12:38 pm)
@Matthew FairfaxDid you ever release a resource for loading .map files into Torque? I remember seeing that you'd done that in a .plan, but I didn't have any clue if it had been released. I must say that map23DS is an EXCELLENT tool, though!
#5
12/08/2004 (2:11 pm)
I never released it but the code for that is being rolled into a new version of map2dif. At some point I may yet release it.
#6
12/08/2004 (10:10 pm)
It's really pretty easy to add your own objects/renderers into Torque. You're not bound to DIF by any means. It just so happens that that's where the official support is. Matt implemented a Quake 3 object, and I've seen other sorts of custom objects.
#7
Ah, I see! More reason to get excited about a new map2dif! I thought it sounded like an excellent quick-and-dirty development feaure to see your levels in-game to make sure they were "right". Then batch-compiling them into DIF's for the release version.
@Ben Garney
Matthew's Shape3DS is another excellent example of loading custom objects.
12/09/2004 (9:56 am)
@Matthew FairfaxAh, I see! More reason to get excited about a new map2dif! I thought it sounded like an excellent quick-and-dirty development feaure to see your levels in-game to make sure they were "right". Then batch-compiling them into DIF's for the release version.
@Ben Garney
Matthew's Shape3DS is another excellent example of loading custom objects.
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