Torque Not Liking My Dif?
by Jem Bem · in Artist Corner · 02/27/2006 (3:31 pm) · 16 replies
I'm probably just doing something stupid, but when working with the Torque demo Mission editor, and a dif file I made using map2dif and Hammer, the second I try to place it I get the following error "You require the correct version of Torque Game Engine Demo to play on this server"
Any solutions?
Thanks in advance.
Any solutions?
Thanks in advance.
About the author
#2
02/27/2006 (6:30 pm)
I have placed both the wad files, and the original texture files (jpeg and png's) in the same folder as the interiors, but this is not working. Where are they supposed to be? (Sorry, haven't been using Torque in a long time and just trying to find my feet again.)
#3
Try reading the console.log and see what pops up. Torque will often generate a lot of errors (like that different textures weren't found in each of the directories), but you can usually go by the first one. If nothing else, it may indicate which model is giving you grief.
Good luck!
-Eric
02/27/2006 (11:22 pm)
The wad files shouldn't matter. If the textures are in the same folder, then perhaps there's something different going on?Try reading the console.log and see what pops up. Torque will often generate a lot of errors (like that different textures weren't found in each of the directories), but you can usually go by the first one. If nothing else, it may indicate which model is giving you grief.
Good luck!
-Eric
#4
The TGE don't like the Textures within the same folder with the dif files.
As you can see in the "starter.fps" there is a "interior" folder where the textures are and than the difs are in there own folders. Okay it's odd but there is the way it goes.
So if you want to separate them from the original example textures and difs, we make them like following
for Example:
"data/interiors/brooklynbridge" <= in this folder lay all textures
"data/interiors/brooklynbridge/maps" <= in this folder lay all difs
02/28/2006 (1:04 am)
Quote:
I have placed both the wad files, and the original texture files (jpeg and png's) in the same folder as the interiors, but this is not working. Where are they supposed to be?
The TGE don't like the Textures within the same folder with the dif files.
As you can see in the "starter.fps" there is a "interior" folder where the textures are and than the difs are in there own folders. Okay it's odd but there is the way it goes.
So if you want to separate them from the original example textures and difs, we make them like following
for Example:
"data/interiors/brooklynbridge" <= in this folder lay all textures
"data/interiors/brooklynbridge/maps" <= in this folder lay all difs
#5
02/28/2006 (4:28 am)
Alright, thanks for the help thus far guys, but now I've ran into a new problem. I've put all the texture png and jpeg, and wad files in the same folder as the others. The difs will now load into the mission editor, but they do not display the textures.
#6
If you place difs in the mission editor you have to relight your mission. You can force relight wie "alt-L" or save your mission, leave the mission and start it new (alt-L will be faster).
02/28/2006 (6:18 am)
Let me guess, the difs are black as night.If you place difs in the mission editor you have to relight your mission. You can force relight wie "alt-L" or save your mission, leave the mission and start it new (alt-L will be faster).
#7
Any more ideas?
02/28/2006 (10:32 am)
Mmmm, no their not that dark. I have tried relighting and restarting. Neither seem to work.Any more ideas?
#8
But I can look at it soonest at tommorow afternoon.
02/28/2006 (11:38 am)
Do you can show a screenshot or send me the console.log (sven at 3d.diggers.de ) But I can look at it soonest at tommorow afternoon.
#9
02/28/2006 (2:55 pm)
Alright, I have sent them to you. Thanks again for your help.
#10
EDIT: Okay yeah so someone told me relighting doesn't really add lights. It just lets me see what is going on from my end. I also read that omni_light settings are really low. I'll try boosting that up. Other than that, I don't think I'm correctly applying my light entities to my structure. Any hints would be helpful.
EDIT #2: Okay, I'm really dumb! My omni_light settings were low! I raised the settings dramatically and I can finally see my textures. Here's a really good thread on lights:
http://www.garagegames.com/mg/forums/result.thread.php?qt=4532
Thanks again!
02/28/2006 (6:40 pm)
Hey, Sven, quick question...I created a structure in Hammer and then placed it in the mission editor. It was completely black like you described. I found the relight option and used it and was able to see my textures. So relighting is an okay thing to do?EDIT: Okay yeah so someone told me relighting doesn't really add lights. It just lets me see what is going on from my end. I also read that omni_light settings are really low. I'll try boosting that up. Other than that, I don't think I'm correctly applying my light entities to my structure. Any hints would be helpful.
EDIT #2: Okay, I'm really dumb! My omni_light settings were low! I raised the settings dramatically and I can finally see my textures. Here's a really good thread on lights:
http://www.garagegames.com/mg/forums/result.thread.php?qt=4532
Thanks again!
#11
03/01/2006 (6:57 pm)
You guys should really not use Hammer with Torque because you will have to just learn another program if you ever want to make a game. (Granted most other programs are very similar to Hammer.)
#12
03/01/2006 (7:09 pm)
Which app do you recommend?
#13
03/02/2006 (4:21 am)
Heh, I'm just used to hammer, and joined a project that was already using it, so it was just easier.
#14
03/02/2006 (6:31 am)
3d world studio is easey to use. One click export... Done.
#15
03/02/2006 (11:59 am)
Just thought I'd point out problem was solved thanks to Sven, I was using an older version of map2dif, and switched to map2dif plus and it worked.
#16
@Sam
Is this a commercial project?
03/02/2006 (4:38 pm)
3D World Studio is the best one in my opinion.@Sam
Is this a commercial project?
Torque 3D Owner Eric Forhan