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Map2Dif Alpha ver 0.96

by Matt Fairfax · in Game Design and Creative Issues · 02/09/2005 (9:35 pm) · 118 replies

Map2Dif Alpha ver 0.96

Edit: New Version Uploaded with castray and portals fixed

Okay folks! Time to start testing! This isn't quite ready for production use but I figured I should get into your grubby little hands sooner rather than later =)

Back up your current map2dif!

Be sure to copy "white.jpg" into your interiors folder. It uses this texture when it can't find a texture.

Phase 1 Improvements:

* Improved parser
* should be able to load Q1, Q2, Q3 (non-brushdef version), and Valve220 formats
* Brush validator
* tries to insure only good brushes make it into the map conversion
* better error messages
* Upped and/or removed some of map2dif's hardcoded limits
* Allowed completely enclosed interiors

Known Bugs:

* Lightmaps still ugly

Changelog:

ver 0.96
* Fixed portals
* Fixed castray's (projectiles and 3rd person camera)
* Removed code that skipped enclosed zones

ver 0.95
* Released

About the author

By day, I am a senior programmer at The Playforge, makers of the popular iPhone game Zombie Farm. By night, I work on my own games as Night Heron Games. I am an ex-GarageGames employee who helped ship TGE, TGEA, Torque 3D, and Constructor.

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#101
03/06/2005 (10:48 pm)
Have you seen Matthew's post above posted on
Feb 17, 2005 21:55 GMT? He talks about this.

Nick
#102
03/06/2005 (11:31 pm)
Yes. I guess that's what I meant by trying to run it from the command prompt. However, looking at that post again reminded me of the console.log.

In the console.log, I see the following error (this is copied directly):

Could not locate texture: D:/Ghost11/ghost.data/data/interiors/STLFLR1B

This is the first texture in that directory. The file IS there -- I quadruple checked that it lives right here:

D:/Ghost11/ghost.data/data/interiors/STLFLR1B.png

I used the following command:

map2dif_alpha -t D:/Ghost11/ghost.data/data/interiors D:/Ghost11/ghost.data/data/interiors/piano1.map

If I simply replace map2dif_alpha with map2dif in this command so it runs exactly the same command but from the old map2dif, the textures appear fine when I load my game.

Am I missing some other nuance here? (Well, obviously I am. :( )
#103
03/16/2005 (12:04 am)
Try dropping the '.' in the middle of your path.
i.e. rename that dir to ghost_data.

Could simply be a new path parsing routine, getting hung up on the '.'
#104
03/30/2005 (1:17 pm)
@matt:


I was just wondering if you are still taking problem maps?

I have a map that was exporting fine with the old version of quark and map2dif, but with the most recent versions it spits out errors and the map winds up with missing polys everywhere when i load it up in game.

If you are infact still taking submissions, where do i send the map?

thanks in advance either way :)
#106
03/30/2005 (2:32 pm)
Thanks for the speedy reply matt. I just sent the map in question so you should be getting an e-mail shortly :)
#107
05/05/2005 (1:06 pm)
Hi ppl!

I keep getting an error saying that map2dif_alpha cant find the texture PPPP, even though the texture is there....?!?
The old map2dif does work and finds the texture correctly....
Anyone having the same problem as me?
Thanks!
#108
05/05/2005 (5:52 pm)
Yep. If you read five posts above yours, you'll see me describing the problem in detail. Unfortunately, I still can't get it to work. *shrug*

I figure it's something I'm doing wrong since I don't see others complaining too much. Ah well.

(A little late, but... thanks you Dee for the response and suggestion. I tried that and it didn't make a difference. But thanks again for at least offering an idea. :) )
#109
05/07/2005 (9:24 am)
Matt,

Along the lines of Kjell's post, I ran into the same issue. I didn't get any errors, but I notices that the number of ambiguous planes dropped shot up to over 10,000 as opposed to 2,000 when building with the 0.95 version.

I don't know if this helps, but I thought I would share it just in case.

BTW, Thanks a lot for all your hard work!!

Jeremy
#110
06/04/2005 (12:36 pm)
Hi All,
I've been on vacation for a few weeks.

any updates to the new map2dif since this post?

I've searched but didn't see anything.
#111
06/09/2005 (12:18 pm)
Twist and others about the not finding textures problem, I'm having the same problem. I suspect that our modpath isn't getting set properly...

from the compile process window

mapFile = f:\usr\people\UNEART~1\PROJEC~1\PROTOT~1\PROJEC~1\UEG_TH~1\data\uegmade\INTERI~1\caves\caveset1.map, 

modPath = f:/usr/people/UNEART~1/PROJEC~1/PROTOT~1/PROJEC~1/UEG_TH~1/data/uegmade/INTERI~1/caves/

my modPath should be
f:/usr/people/UNEART~1/PROJEC~1/PROTOT~1/PROJEC~1/UEG_TH~1/
#112
07/20/2005 (6:38 pm)
Ever get that feeling you're all alone in an old forum thread? spooooookyyy
#113
07/20/2005 (7:59 pm)
Haha. Looks like you're the only one left.
#114
07/20/2005 (8:56 pm)
I recently made a big change to map2dif plus that should help this. I have a few more things to change and then some heavy testing and it will be good to go =)
#115
07/20/2005 (11:12 pm)
WooHoo.
Nice to hear Matthew.

I get the feeling that there's a bunch of things out there that will be coming out soon.
#116
07/21/2005 (12:44 am)
Quote:I recently made a big change to map2dif plus that should help this. I have a few more things to change and then some heavy testing and it will be good to go =)
I'll be looking forward to it. thanks.
#117
08/12/2005 (12:51 am)
Well..Iv been having some problems with quark/torque...and im wondering if its this "floating point" thing with the numbers being rounded. heres some screen shots of what it looks like in torque, and in quark

Quark: http://img.photobucket.com/albums/v312/caseyvan/quark.jpg
Torque: http://img.photobucket.com/albums/v312/caseyvan/screenshot_007-00001.jpg

im not sure if thats the problem...because they seem to be moving alot. also, everything is on the grid. any ideas? thanks, and good luck :D
#118
08/26/2005 (11:39 am)
I'm not reallt sure this is the thread where to ask, BUT, since it involves map2dif, then here it goes(if it's not here, please point me to where I should formulate the question)...

I'm making a .map exporter for GameSpace... it's already working, but now I've encountered a problem. If I scale the geometry(multiply the point in the plane by a constant to make it larger than modelled), the textures I used uvmapping on the model go wild. I'm thinking this is a problem with uvmapping a DIF but I really would like to sort this out.

Anyone here has an idea how i could go about this?

Thanks!
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