Map2Dif Plus
by Matt Fairfax · in Game Design and Creative Issues · 07/26/2005 (2:09 am) · 65 replies
Ok, barring any unforeseen bugs, Map2Dif Plus is now considered 1.0!
Get your goodness here:
Map2Dif Plus for TGE
Map2Dif Plus for TSE ;)
For those who will want to know: Yes, the source code for this will be in TGE 1.4 RC2. I'm not sure when it will be in the TSE CVS (as soon as Brian checks it in).
Get your goodness here:
Map2Dif Plus for TGE
Map2Dif Plus for TSE ;)
For those who will want to know: Yes, the source code for this will be in TGE 1.4 RC2. I'm not sure when it will be in the TSE CVS (as soon as Brian checks it in).
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.
#22
I got the exact same spiky result ( on three triangulated cubes, and forced each triangle to be a separate brush).
I did find out very quickly that I did NOT need to change the light_geometry_scale!
But scaling things up didn't have an effect.
I'd be happy to help with this, if I can.
Any complex shape I'm building has some triangles (though mostly quads).
07/28/2005 (5:16 pm)
To make sure I understood - Multiple all vertices by a factor and then multiple the geometry_scale by that amount? I used 8.0 for a scale factor and change geometry_scale from 32 to 256.I got the exact same spiky result ( on three triangulated cubes, and forced each triangle to be a separate brush).
I did find out very quickly that I did NOT need to change the light_geometry_scale!
But scaling things up didn't have an effect.
I'd be happy to help with this, if I can.
Any complex shape I'm building has some triangles (though mostly quads).
#23
07/28/2005 (6:04 pm)
Quote:
For those who will want to know: Yes, the source code for this will be in TGE 1.4 RC2. I'm not sure when it will be in the TSE CVS (as soon as Brian checks it in).
#24
07/28/2005 (11:06 pm)
The link for the TGE version no workie for me right now :(
#25
Is there any special steps needed to be noticed when loading the Q3 maps? All entities except the non-brushdef version will be converted into DIF?
What's the puspose of the common textures and where can I find it? Any further document about this is greatly appreciated. I'm quite a newbie for the Quake map format.
08/15/2005 (10:26 am)
@Matt:Is there any special steps needed to be noticed when loading the Q3 maps? All entities except the non-brushdef version will be converted into DIF?
What's the puspose of the common textures and where can I find it? Any further document about this is greatly appreciated. I'm quite a newbie for the Quake map format.
#26
I convert the brushes and the lights but I am not accounting for any of the rest of the native Q3 entities. One day I will circle back around on it and add conversion routines for those as well.
Common textures?
08/15/2005 (4:48 pm)
Steven,I convert the brushes and the lights but I am not accounting for any of the rest of the native Q3 entities. One day I will circle back around on it and add conversion routines for those as well.
Common textures?
#27
The null material property works, but I get spikes and slight offsets on verts which is probably because I'm using floats in Max. The bad part is that I also get missing geometry chunks.
I found that loading the GLB map into quark and exporting a valve220 map, then converting with map2dif works almost perfect minus the null material property not translating and the rounding off to an integer offsetting the verts slightly.
looking forward to getting source you mention above, maybe a float enable option in the commandline would be useful?
I loaded the GLB .map in Deep Exploration, and it came out perfect, let me know if you would like a GLB exported .map file.
08/20/2005 (9:05 pm)
Hey matt. Just so you know, Map2Dif isn't converting my GLB3 maps quite right. Looks like some of the issues above though.The null material property works, but I get spikes and slight offsets on verts which is probably because I'm using floats in Max. The bad part is that I also get missing geometry chunks.
I found that loading the GLB map into quark and exporting a valve220 map, then converting with map2dif works almost perfect minus the null material property not translating and the rounding off to an integer offsetting the verts slightly.
looking forward to getting source you mention above, maybe a float enable option in the commandline would be useful?
I loaded the GLB .map in Deep Exploration, and it came out perfect, let me know if you would like a GLB exported .map file.
#28
08/21/2005 (4:17 am)
Map2Dif Plus already operates in full floating point. I have noticed some of the same spikes and offsets in a handful of maps. Since they look perfect when I load them up straight from the .map and the offsets are only in the .dif's my guess is there is some issue in the interfacing of the new .map parser with the old map2dif csg code. When I get time to circle back around to this I will fix this issue (and *many* others).
#29
08/21/2005 (8:41 am)
Ok cool, So far this one certaily looks like its going to be the most compatible and direct path to .DIF for GLB users, I thought it strange that you would use integers only, must have misunderstood something in the reading of earlier posts :). Look forward to your next updated version.
#30
One problem I'm running into that I'm not sure how to fix -
I have a map that has portals and zones correctly setup - the old version of map2dif handled them fine... but now, map2dif plus doesn't create the zones anymore.
Any suggestions on what I should do?
08/25/2005 (1:41 pm)
Great job with the new map2dif - saves me from a lot of headaches I used to get exporting into torque.One problem I'm running into that I'm not sure how to fix -
I have a map that has portals and zones correctly setup - the old version of map2dif handled them fine... but now, map2dif plus doesn't create the zones anymore.
Any suggestions on what I should do?
#31
I had all portal brushes grouped under one Portal entity.
so I made each portal brush its own entity and it created the zones correctly on export.
08/25/2005 (1:54 pm)
Think I just figured it out:I had all portal brushes grouped under one Portal entity.
so I made each portal brush its own entity and it created the zones correctly on export.
#32
The portals with ambient_light = 0 issue, which I previously thought to be broken in the old Map2Dif, actually works correctly in the old Map2Dif, but is broken in Map2dif_plus. I exported the exact same map file with both and only the one from the old map2dif correctly blocks the outside ambient light.
08/31/2005 (12:28 pm)
Matt, just a heads up:The portals with ambient_light = 0 issue, which I previously thought to be broken in the old Map2Dif, actually works correctly in the old Map2Dif, but is broken in Map2dif_plus. I exported the exact same map file with both and only the one from the old map2dif correctly blocks the outside ambient light.
#33
09/10/2005 (9:32 am)
Don't suppose this was updated with the rounding off fixed for RC2?
#34
09/20/2005 (3:44 am)
Is there a map2dif plus wich also works with changes made from Lightingpack?
#35
09/20/2005 (9:31 am)
You shouldn't have any problems working with Map2DIFplus with the Lighting Pack. Though now you have access to the souce code (in TGE 1.4 RC2) so you can tweak the DIF compile settings more if you need to.
#36
And, it calculates radiosity? cause I found a thread about a map2dif modified with radiosity, so I think I will add it to map2dif plus, if sourcecode is now available.
Thanks a lot.
09/24/2005 (1:58 pm)
Have TGE 1.4 RC2 map2dif sourcecode the changes map2dif plus did?And, it calculates radiosity? cause I found a thread about a map2dif modified with radiosity, so I think I will add it to map2dif plus, if sourcecode is now available.
Thanks a lot.
#37
No radiosity support. Good luck on adding it...it would be cool =)
09/24/2005 (7:38 pm)
The map2dif plus source code is in TGE 1.4RC2 as a separate project (in case people run into a situation where the original map2dif works better than map2dif plus...it happens on a handful of .map's).No radiosity support. Good luck on adding it...it would be cool =)
#38
Thanks!
(Sorry for any duplicate posts of this, btw. Having connection problems.)
10/03/2005 (6:58 pm)
I'm using 3D World Studio, and it runs map2dif_plus as a part of export. The window opens and closes so quickly that I don't get a chance to read the errors it lists, and I don't see any command line options to save out a log file. Is there any way to do this?Thanks!
(Sorry for any duplicate posts of this, btw. Having connection problems.)
#39
10/03/2005 (7:04 pm)
It saves console.log out (usually to where the .exe is located).
#40
Thanks!
(Sorry for any duplicate posts of this, btw. Having connection problems.)
10/03/2005 (7:59 pm)
I'm using 3D World Studio, and it runs map2dif_plus as a part of export. The window opens and closes so quickly that I don't get a chance to read the errors it lists, and I don't see any command line options to save out a log file. Is there any way to do this?Thanks!
(Sorry for any duplicate posts of this, btw. Having connection problems.)
Torque 3D Owner David Mathews
I'll try scaling way up on export and making the scales much bigger (so I dont affect the editor scale).
When would a copy of the map2dif code be likely to become available?