Game Development Community

Map2dif help please

by Breuil · in Torque Game Engine · 01/28/2005 (8:07 pm) · 6 replies

I'm having trouble getting map2dif to convert my files. At first I was using my own test .map files then I tried the test room that comes up when you start QuArK and I get the same error message. I've tried to convert from inside QuArK and also using a map2dif front end utility. I'm pretty sure I have the textures in the right spot as well. The error message is below.

f:\Torque\SDK\Tools\out.VC6.DEBUG\tmpQuArK> "f:\Torque\SDK\Tools\map2dif.exe" -v
-h -o ./maps -t ./textures ./maps/testout.map

Successfully opened map file: ./maps/testout.map
Parsing mapfile...Error processing entity brushlist on or near line: ./maps/te
stout.map: 17Error parsing map file: ./maps/testout.map

/maps/testout.bsp: ignored
/maps/testout.lin: ignored
Files stored in f:\Torque\SDK\Tools\out.VC6.DEBUG\tmpQuArK\
Operation finished.

What am I doing wrong here?

#1
01/28/2005 (8:42 pm)
Here's part of the .map file....the header and first brush anyway.

// This map has been written by QuArK - Quake Army Knife, QuArK 6.3
// It is a map for the game Torque.
// For more information see QuArK's Home Page : http://www.planetquake.com/quark

// Entity 0
// worldspawn
{
"classname" "worldspawn"
"detail_number" "0"
"min_pixels" "250"
"geometry_scale" "32.0"
"light_geometry_scale" "32.0"
"ambient_color" "0 0 0"
"emergency_ambient_color" "0 0 0"
"mapversion" "220"
// Brush 0
// sample_group:g[1] -> regular_polys:g[1] -> poly:p[1]
{
( 32 -224 0 ) ( 32 -352 0 ) ( 160 -224 0 ) PaintFlake -32 224 0 1 -1
( 32 -224 144 ) ( 32 -96 144 ) ( 160 -224 144 ) PaintFlake -32 -224 0 1 1
( 32 -288 64 ) ( 32 -288 192 ) ( 160 -288 64 ) PaintFlake -32 64 0 1 1
( 32 -272 64 ) ( 32 -272 192 ) ( -96 -272 64 ) PaintFlake 32 64 0 -1 1
( -352 -224 64 ) ( -352 -224 192 ) ( -352 -352 64 ) PaintFlake -224 64 0 -1 1
( 368 -224 64 ) ( 368 -224 192 ) ( 368 -96 64 ) PaintFlake 224 64 0 1 1
}
#2
01/28/2005 (11:31 pm)
I think this map file has the wrong format; it should have 'valve220' format which looks like
{
"classname" "worldspawn"
"mapversion" "220"
// cube1 
 { // begin object
  ( -256 0 0 ) ( -256 64 0 ) ( 0 0 0 )  tex03 [ -1.00000 0.00000 0.00000 0 ]  [ 0.00000 1.00000 0.00000 0 ]  0 1.00000 1.00000
  ( -256 0 -256 ) ( -256 64 -256 ) ( -256 0 0 )  tex03 [ 0.00000 0.00000 -1.00000 0 ]  [ 0.00000 1.00000 0.00000 0 ]  0 1.00000 1.00000
  ( 0 0 -256 ) ( 0 64 -256 ) ( -256 0 -256 )  tex03 [ 1.00000 0.00000 0.00000 0 ]  [ 0.00000 1.00000 0.00000 0 ]  0 1.00000 1.00000
  ( 0 0 0 ) ( 0 64 0 ) ( 0 0 -256 )  tex03 [ 0.00000 0.00000 1.00000 0 ]  [ 0.00000 1.00000 0.00000 0 ]  0 1.00000 1.00000
  ( -256 0 -256 ) ( -256 0 0 ) ( 0 0 -256 )  tex03 [ -1.00000 0.00000 0.00000 0 ]  [ 0.00000 0.00000 1.00000 0 ]  0 1.00000 1.00000
  ( -256 64 0 ) ( -256 64 -256 ) ( 0 64 0 )  tex03 [ -1.00000 0.00000 0.00000 0 ]  [ 0.00000 0.00000 -1.00000 0 ]  0 1.00000 1.00000
 } //end object
} // end worldspawn

where tex03 is any other texture. There is an option to let map2dif copile other formats, too. But I didn't use them yet, so I don't know if your format above may compiles if you find the switch to another format. I'd recommend to set Quark to valve220 format.
#3
01/29/2005 (8:23 am)
Yes, wrong format...there is an option in Quark to change the output format (you'll have to hunt for it).
#4
01/29/2005 (1:35 pm)
Thanks, I've seen the option I think...didn't think it was necessary.
#5
01/29/2005 (2:29 pm)
Got it....

Just in case any other noob is searching for this option in QuArK....
(if so...let me know so I won't feel so bad)

Go to...

Options
Configuration....

then in the left-hand pane under the "Games" group, select Torque.

Then in the right-hand pane you'll find a drop-down menu for "Output Map Format" four lines down in the "--------Build Programs Execution Sequence--------" section.

......hidden in plane sight
#6
01/30/2005 (10:27 am)
"plane sight"

lol