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Problems using map2dif with 3ds max 7

by Riccardo Berta · in Torque Game Engine · 11/10/2005 (1:36 am) · 7 replies

3ds max 7 creates the .map and the .dif files correctly ( it seems ),
but when I try to open the .dif file with Torque it doesn't works; a pop-up window says:

"You do not have the correct version of the Torque Game Engine or the related art needed to connect to this server, please contact the server operator to obtain the latest version of this game. ( invalid packet )"

I have the latest verison of Torque obviously.
I ask to myself if this message have a link with the real problem or not....

I have the map2dif_plus version with GLBuilderV2_22max4&5&6&7.ms inside.

I have correctly installed the plugin.

Someone can help me?

#1
11/10/2005 (3:47 am)
That error generally means it isn't finding the textures for the interior. They need to .jpg or .png, in the same folder as the .dif (or the parent folder), and they need to be power of two sized (2x2, 4x4, 8x8, 16x16, 32x32, 64x64, 128x128, 256x256, 512x512, 1024x1024, 16x256, 512x64, etc).
#2
11/10/2005 (4:56 am)
Thank you for the tip, but the plugin has problems during the creation of the .dif file: in the console.log file he writes:

"......

Loading E:\3dsmax7\scripts\GLB2\Level.map
Initial texture search path is set to "E:/3dsmax7/scripts/GLB2/Text.png/" <---??? why the last "/"?

Successfully opened map file: E:/3dsmax7/scripts/GLB2/Level.map
Loading textures:
Unable to load texture 01

......"

It seems he can't find the texture (32x32!).

I explain all: when I press any of "Find..." button of the "DIF Prefs" panel in 3ds max, he tells me there is an error in the script "createDifPrefs.ms": "--Unable to convert: undefined to type: Filename" in the line where is "SetINISettings ...." ( in all the three buttons).

I have also edit the "selectBrush.ini" file in the scripts directory for set the right path for the texture, but the result is the same ( I try to set the texture path with and without the name of the texture )
#3
11/10/2005 (9:07 am)
With GLB are you sure your creating your materials properly. GLD doesn't actually export much in the way of materials, just a texture bitmap name. To do this you just go to the material editor and change the name of the material to the name of your texture minus the extension.

e.g.

wall.png would be a material called wall

it doesn't matter what bitmap you put in the material editor, everything but the material name is currently ignored. To do your mapping etc, you still need to load your .map into quark or something. But the system in GLB is useful to get the texturing started and does enable you to add brush types like null (invisible proxy collision objects) etc
#4
11/11/2005 (12:44 am)
Thank you!!!!

Now it works!!!
#5
12/20/2005 (5:59 am)
Not to sound like a cheapskate..

this works with GLB v2.2?
#6
01/22/2006 (1:47 pm)
How advanced can the buildings made in 3ds max with map2dif be? I suppose i cant have rounded edges can i? I cant really try since i dont have 3ds max, but i might consider it
#7
03/29/2006 (5:45 pm)
Ok I know that this a pretty noobish question, but does this mean that map2dif will work in 3DSmax? I have TGE 1.4 and 3DSmax 6. All the forums I have read until this one suggest that it doesn't work (old forums). What about portals can they be now created in max as well?