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.dif's unable to load in Torque

by Jax · in Artist Corner · 02/12/2005 (3:07 pm) · 4 replies

Using QuArK 6.3 and map2dif.exe that came with Torque SDK.

Console output on attempting to load the interior:

MissionAreaEditor::onWake: no TerrainBlock object.
Could not locate texture: fps/data/terrains/grassland/grass
Could not locate texture: fps/data/terrains/grassland/grass
Could not locate texture: fps/data/terrains/grassland/grass
Could not locate texture: fps/data/terrains/grassland/grass
Could not locate texture: fps/data/terrains/grassland/grass
Could not locate texture: fps/data/terrains/grassland/grass
Unable to read detail level 0 in interior resource
Unable to load interior: fps/data/interiors/ctf/testmap.dif
common/editor/EditorGui.cs (1191): Register object failed for object (null).


We can eliminate the texture errors as I've fixed that. It's the Unable messages that have me a tad bit stumped here. It's a simple map; QuArK's default map with a few textures and omni-lighting.

I've also tried making a few things, say a room with another object within, and a pillar as well, yet I always get this message when attempting to load the interior files into the mission editor. Any ideas/help?

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#1
02/12/2005 (3:28 pm)
There was a change to the Interior file format between TGE versions 1.2.2 and 1.3. If you load a .dif compiled with a 1.3 map2dif into a 1.2.2 version of TGE you will get this error.
#2
02/12/2005 (4:03 pm)
Ahh, I see. Thank you.
#3
03/07/2005 (10:09 pm)
Does this also imply that an interior compiled with a 1.2 build of map2dif will get the exact same error in TGE1.3?
#4
03/14/2005 (7:44 pm)
No, just backward compatibility