How to compile a new map2dif for the new lighting pack 1.2
by M. Stolley · in · 12/09/2004 (4:26 am) · 23 replies
Hi,
i read somewhere that if i want to use the new lighting pack from synapse i must use a new map2dif version or so.
Can somebody please tell me where the new version is or how i can compile it by myself?
I am not a programmer but i work till now alone so i must make all things like so many others.
I try to compile the map2dif project that comes within the new lighting pack but do not get a map2dif.exe
I think i do it the wrong way :)
I do not know much about the microsoft visual c++ net version so please make it simple.
Thank you
I can not found the thread where i have read it, perhaps there i can found how to make it.
There are not so much threads about the new pack so i wonder where i have read it yesterday.
Mathias
i read somewhere that if i want to use the new lighting pack from synapse i must use a new map2dif version or so.
Can somebody please tell me where the new version is or how i can compile it by myself?
I am not a programmer but i work till now alone so i must make all things like so many others.
I try to compile the map2dif project that comes within the new lighting pack but do not get a map2dif.exe
I think i do it the wrong way :)
I do not know much about the microsoft visual c++ net version so please make it simple.
Thank you
I can not found the thread where i have read it, perhaps there i can found how to make it.
There are not so much threads about the new pack so i wonder where i have read it yesterday.
Mathias
#2
Anyways, if you compiled it, and your compiler appeared to work, then it problably did. Map2dif.exe doesn't appear in the directory you would expect, its buried under your tools dir somewhere. I've lost it myself many times.
12/09/2004 (11:41 am)
Lighting pack 1.2 does add something or other to map2dif. I forget what at the moment, I personally didn't feel it was useful enough so I didn't add that support. I'm pretty sure my version of map2dif is on the verge of exploding with all the various snippets I've already added, more and my whole system may melt :)Anyways, if you compiled it, and your compiler appeared to work, then it problably did. Map2dif.exe doesn't appear in the directory you would expect, its buried under your tools dir somewhere. I've lost it myself many times.
#3
I hope i understand that right.
I can not find it where i read it yesterday.
Maybe "BobTheCBuilder" can help.
Mathias
12/09/2004 (11:58 am)
Thank you Eric and Erik but i read somewhere that we must generate the objects with this new map2dif.exe so that the new features of the lighting are working correctly.I hope i understand that right.
I can not find it where i read it yesterday.
Maybe "BobTheCBuilder" can help.
Mathias
#4
As for building map2dif you need to right-click on the 'Map2Dif' project in Visual C++'s workspace pane and select 'Set as active project'. Now when you build the project it will generate the map2dif.exe (or map2dif_DEBUG.exe if you're building a debug version).
12/09/2004 (12:35 pm)
There's a new feature in the Lighting Pack's map2dif that allows you to set the light map lighting scale on the brush level this is very cool, however you can use the standard map2dif if you'd like.As for building map2dif you need to right-click on the 'Map2Dif' project in Visual C++'s workspace pane and select 'Set as active project'. Now when you build the project it will generate the map2dif.exe (or map2dif_DEBUG.exe if you're building a debug version).
#5
From the SG Light Pack Modeler's reference:
12/09/2004 (12:37 pm)
Hmm... I didn't realize this. From the SG Light Pack Modeler's reference:
Quote:SG Map2Dif
Overview
The following features require a Map2Dif executable compiled from the Lighting Pack Map2Dif project and the 'tools/map2dif/torque.fgd' entity configuration file that came with the Lighting Pack.
Lighting Scale Entity
The Lighting Scale Entity (named 'sgLightingScale') allows brush objects to have a custom lighting scale (changes light map size) that differs from the default WorldSpawn entity lighting scale. This allows increased lighting detail on surfaces that receive complex lighting and shadows while keeping the lighting detail low on simple or unseen surfaces, significantly improving rendering and relighting performance. Any brush that does not have a Lighting Scale Entity uses the default lighting scale specified in the WorldSpawn entity.
Adding an entity to a brush is a function of your map editor - refer to the map editor's help file for details.
#6
12/09/2004 (12:39 pm)
Cool eh? ;)
#7
12/09/2004 (12:50 pm)
Thank you John.
#8
Also i do not know what is the different between debug version and normal.
Maybe someone can tell me ?
I read in a book that i can get more information from the debug version but wich and how can i change the c++ tool to make a non debug version if i want.
Mathias
12/09/2004 (12:55 pm)
So i created a map2dif_DEBUG.exe file and do not know why the compiler make a debug version.Also i do not know what is the different between debug version and normal.
Maybe someone can tell me ?
I read in a book that i can get more information from the debug version but wich and how can i change the c++ tool to make a non debug version if i want.
Mathias
#9
12/09/2004 (1:03 pm)
Select 'Build', 'Set active configuration', and then select 'Map2Dif Win32 Release'.
#10
12/09/2004 (1:04 pm)
LOL... I didn't realize John had already posted when I quoted the manual, above.
#11
12/09/2004 (2:19 pm)
Thank you
#12
12/09/2004 (8:11 pm)
Sure thing :)
#13
I found tools/map2dif/torque.fgd on the lightning pack , but where should I place it on Quark folder?
and how can I configer Quark with this file (tools/map2dif/torque.fgd)
Please Help?
12/10/2004 (10:02 am)
GuysI found tools/map2dif/torque.fgd on the lightning pack , but where should I place it on Quark folder?
and how can I configer Quark with this file (tools/map2dif/torque.fgd)
Please Help?
#14
12/10/2004 (10:42 am)
QuArK shouldn't need the FGD. Thanks to Desmond Fletcher, Torque comes with QuArK as a stock offering.
#15
*sarcasm* You'de think any new editor requirements would have been done in the 'officially supported' editor rather than the one Jeff T. continually reminds us to not use :P
12/10/2004 (11:13 am)
Fgd is a Worldcraft configuration file. It primarily lists all the available entitys along with their settings. Quark will need the new entity added, or the whatever the new settings are. It's not too tough to manually edit your own defaults.qrk file and add whatever torque.fgd gained.*sarcasm* You'de think any new editor requirements would have been done in the 'officially supported' editor rather than the one Jeff T. continually reminds us to not use :P
#16
Anyway you can get the updated Quark 'DataTorque.qrk' file here:
Quark Entity File
Just replace the original in 'addons/Torque' and you'll have the new entity, but remember you need the Lighting Pack's map2dif to use it.
-John
12/11/2004 (5:28 pm)
I didn't know that map2dif's FGD file was only for Hammer - I use CShop for interior work.Anyway you can get the updated Quark 'DataTorque.qrk' file here:
Quark Entity File
Just replace the original in 'addons/Torque' and you'll have the new entity, but remember you need the Lighting Pack's map2dif to use it.
-John
#17
is in the new map2dif file also the code for the cshop?
If not, can you tell me where i can found or ad the features for exporting interiors from cshop?
Do you build your models with cshop or do you use quark or hammer?
I read that you build the cshop exporter and maybe you can tell me also what formats i can import to cshop besides 3ds, x, dbo format or where i can read it. on the cshop site i can read that there should be a site that called detailed model list page but i can not found this site for cshop.
Thank you
Mathias
12/12/2004 (7:51 am)
@ Johnis in the new map2dif file also the code for the cshop?
If not, can you tell me where i can found or ad the features for exporting interiors from cshop?
Do you build your models with cshop or do you use quark or hammer?
I read that you build the cshop exporter and maybe you can tell me also what formats i can import to cshop besides 3ds, x, dbo format or where i can read it. on the cshop site i can read that there should be a site that called detailed model list page but i can not found this site for cshop.
Thank you
Mathias
#18
I use an experimental csm2dif for CShop 4.1, there is also a CShop converter from another team that may be available soon. I no longer endorse CShop, for a while it seemed to be moving in a direction that would benefit our community, however the product has deviated substantially. I only use it now because I already own it, it's easier to use than Quark, and legal to use unlike Hammer, but if something else were to come along I'd definitely try it out. Personally I'm interested to try out the blender2dif script that's been talked about.
-John
12/12/2004 (9:05 am)
Hi Mathias,I use an experimental csm2dif for CShop 4.1, there is also a CShop converter from another team that may be available soon. I no longer endorse CShop, for a while it seemed to be moving in a direction that would benefit our community, however the product has deviated substantially. I only use it now because I already own it, it's easier to use than Quark, and legal to use unlike Hammer, but if something else were to come along I'd definitely try it out. Personally I'm interested to try out the blender2dif script that's been talked about.
-John
#19
Or where can i download it ?
Till now i try to model with lightwave and export it to quark with many problems.
I thought maybe i can export the objects from lw to cshop via obj or 3ds or maybe x. files and then export it with working textures to torque.
So that i am writing now it comes to my mind that then i can not use the new lighting functions in the new lighting pack, right ?
Mathias
12/12/2004 (9:22 am)
Ok, i understand but is the code in the map2dif version you packed in the new lighting pack ?Or where can i download it ?
Till now i try to model with lightwave and export it to quark with many problems.
I thought maybe i can export the objects from lw to cshop via obj or 3ds or maybe x. files and then export it with working textures to torque.
So that i am writing now it comes to my mind that then i can not use the new lighting functions in the new lighting pack, right ?
Mathias
#20
What problems are you having exporting to Quark? If you're having trouble with concave geometry showing up properly in Quark that will continue to be a problem when you convert from CShop to .map. The problem is that you can't use concave geometry for interiors at all. Thats the problem with the latest CShop it allows users to create concave geometry, because it doesn't support true brush objects.
12/12/2004 (3:16 pm)
It's experimental, so I haven't released it. Last I heard you can use the CShop .map exporter (ask on the CShop forum for details) to export a map file that can be read by map2dif.What problems are you having exporting to Quark? If you're having trouble with concave geometry showing up properly in Quark that will continue to be a problem when you convert from CShop to .map. The problem is that you can't use concave geometry for interiors at all. Thats the problem with the latest CShop it allows users to create concave geometry, because it doesn't support true brush objects.
Torque 3D Owner Eric Forhan