Game Development Community

TSE's map2dif crash

by Jacob · in Torque Game Engine Advanced · 01/09/2005 (8:35 pm) · 18 replies

Is there a compiled version of the map2dif for TSE? When I compile it in VC 7.1 and use it in Quark, it crashes on even the simplest map such as one default cube brush...perhaps I'm not compiling it correctly but it doesn't give me any errors. Still very new to VC.

#1
01/11/2005 (7:17 pm)
Sure could use some help with this...
#2
01/12/2005 (1:51 am)
That's pretty mysterious. There are some compiled map2difs floating around. Try trawling the Torque SDK private forums. I have no idea why it would crash out of box.

Matt Fairfax is working on an updated version; when that comes out we'll probably release binaries along wiith the updated code.
#3
01/12/2005 (5:14 am)
Maybe it didn't compile right over here...when the whole solution is up in VC, how would you go about compiling map2dif? I think I right clicked on the map2dif project and chose build map2dif, is that correct? It did compile the debug version but it crashes on dif export without showing ANY of the info in Quark's console that is usually there.
#4
01/13/2005 (3:03 am)
That's what I do. I'd also make sure Torque Lib was built OK.
#5
01/13/2005 (9:09 pm)
So.....I'll see if there is anything I might have done to get it to not compile right but....could someone send me a compiled version of the map2dif for TSE please in the meantime? :)
#6
01/13/2005 (9:16 pm)
So.....I'll see if there is anything I might have done to get it to not compile right but....could someone send me a compiled version of the map2dif for TSE please in the meantime? :)
#7
01/16/2005 (3:52 pm)
Still looking for it...:)
#8
01/26/2005 (12:36 pm)
I'm getting the same thing. I know the TSE map2dif was working awhile ago, but I've since lost that TSE tree, and Im again using a fresh download, as of today even.
I've compiled 4 versions, debug and release for both VC6 and 7. None work, all crash right after parsing mapfile.
#9
01/26/2005 (3:38 pm)
Here's one I compiled back in 11/27/04 that worked for me. I haven't updated my tree in a while, I don't know if there have been bug fixes (or insertions, heh) since.
#10
01/26/2005 (3:44 pm)
That worked well, thanks. In a bit, I'll try going through the changelog and seeing what's been changed that has munged the latest. I can't stand having a tool without the source, as I like to add my own specifics to them.
Thanks again.
#11
01/27/2005 (7:31 pm)
Thanks Brian - exported fine and I am grateful. However, my interior in TSE is having some strange issues. Here is a screen shot - same interior in TGE is fine.

img.photobucket.com/albums/v314/gloryiam/Torque%20Screenshots/SP32-29.jpg
#12
01/28/2005 (5:23 pm)
Can you guys give some more info on the crash you are getting?

Jacob - the problem you are seeing is occuring because you don't have any materials mapped to the textures on the object.
#13
01/28/2005 (5:35 pm)
Brian, the crash occurs right after I try to "Export220Map/Build High Detail Dif" on any map that I have created, be it as simple as one cube. The compiled version that the other Brian posted has worked fine.

I will have to read up on materials...at this moment what you said doesn't mean anything to me...welll, except that I need to do some reading :)

Edit: Did you want the "bug report" that comes up when it crashes?
#14
02/01/2005 (12:31 pm)
Jacob - can you email me a .map that's crashing for you? That could help a lot, might just be some weird settings.
#15
02/01/2005 (2:42 pm)
Orkbase is a good example, you have the qrk, the map and the textures right there. Compile it with an older version of map2dif and it works great. Fresh compile map2dif from even todays head, and it will crash upon parsing.
#16
02/02/2005 (6:10 pm)
Brian, do you still want a copy of my very simple one cube map :) or did you try what Erik suggested?
#17
02/02/2005 (8:09 pm)
For what its worth.. I've seen interiors look like that before and it was because they didnt have a material assigned...but that was a while ago..
#18
02/03/2005 (11:49 am)
Ah, OK, found the problem, didn't test one of Tom's patches when I applied it. Should be all good now.