Game Development Community

It says it's doing it...

by D B · in Artist Corner · 04/04/2006 (3:01 pm) · 9 replies

Hi, I'm quite new to QuArK, and I have a small problem that I can't find the solution to (though it'll probably be something obvious >.<).

I have tried exporting my map to DIF (it's basically just a cube), and the following occurs:


_____________________ Export220Map/Build High Detail DIF _____________________

C:\QuArK 6.3\Torque\tmpQuArK> "C:\QuArK 6.3\torque\tmpquark\map2dif_DEBUG.exe" -
v -h -o ./maps -t ./textures ./maps/test.map

Successfully opened map file: ./maps/test.map
Parsing mapfile...done.
Creating BSP...done.
Marking active zones...done
Creating surfaces...done.
Lightmaps: Normal...Alarm...done.
Resorting and Packing LightMaps...done.

STATISTICS
- Total brushes: 1
+ structural: 1
+ detail: 0
+ portal: 0
- Number of zones: 1
- Number of surfaces: 6

Exporting to runtime...done.

Writing Resource: persist..(./maps/test.dif) Done.


/maps/test.bsp: ignored
/maps/test.lin: ignored
Files stored in C:\QuArK 6.3\Torque\tmpQuArK\
Operation finished.


With the exception of the .bsp and .lin being ignored, it says that everything exported fine. However, when I check in the folders tmpQuArK (where it says the files are stored) and I have checked tmpQuArK/maps (where apparently the DIF is written to), but none of them are there.

I have searched through the QuArK documentation, but I couldn't find anything on it. Does anyone know what I might be doing wrong? Thank you.

Note: I accidentally placed this in the Mapping forum originally.

#1
04/04/2006 (4:43 pm)
Try a search, I bet you'll find it?
#2
04/05/2006 (11:05 am)
I have found the problem. Thank you, Eric. :D
#3
05/27/2007 (12:06 am)
Apologies for the giant bump, but I have this exact problem, and I can't find the solution, could someone give me a hand?
#4
07/06/2007 (12:39 pm)
I'm having the same issue.

_____________________ Export220Map/Build High Detail DIF _____________________

D:\Torque\TGE_1_5_2\example\HerosBattlefield\data\interiors\tmpQuArK\tmpQuArK> "
D:\Torque\TGE_1_5_2\example\HerosBattlefield\data\interiors\tmpQuArK\map2dif_DEB
UG.EXE.exe" -v -h -o "./maps/" -t ./textures maps/newmap.map

Successfully opened map file: maps/newmap.map
Parsing mapfile...done.
Creating BSP...done.
Marking active zones...done
Creating surfaces...done.
Lightmaps: Normal...Alarm...done.
Resorting and Packing LightMaps...done.

STATISTICS
- Total brushes: 1
+ structural: 1
+ detail: 0
+ portal: 0
- Number of zones: 1
- Number of surfaces: 6

Exporting to runtime...done.

Writing Resource: persist..(./maps/newmap.dif) Done.


/maps/newmap.bsp: ignored
/maps/newmap.lin: ignored
Files stored in D:\Torque\TGE_1_5_2\example\HerosBattlefield\data\interiors\tmpQ
uArK\tmpQuArK\
Operation finished.

I get a .map and not a .dif anyone might have a clue where i went wrong?

I have my map2dif in tmpQuArK folder and my textures in there too.
#5
07/06/2007 (3:16 pm)
I think i got it but now i have a new problem. TGE crashes when i open this .dif inside the world editor.

I have a similar issue where TGE crashes when opening a .dif

1. I used QuArK 6.5 and made a cube
2. I exported the cube as .dif
3. The .dif file was located in D:\ Torque\Torque_1_5_2\example\GameOne\Data\Interiors included its texture maps

4. Booted TGE and go into the world editor
5. I used the creator in the inspector to grab the .dif from the interior section
6. When i clicked on the text of the cube i got the following error message:

Disconnect (in a blue heading bar)

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 the game (invalid packet)

When i click the Ok button (which is the only option) TGE crashes. Anyone might know the cure to this issue? Many thanks!

-dan
#6
07/07/2007 (2:08 am)
Usually this error means that you don't have the correct or all the textures. just check that the textures in the Interior folders have the same names as those used in the dif when exported.

Also, make sure you haven't hidden anything in Quark that is being included in the export.

other than this I don't know...
#7
07/11/2007 (2:24 pm)
Kool thanks Chris for the help,

I tried moving the texture into the same folder as the .dif file and it seemed to open in Torque. There was no texture on the mesh and it appeared grey... but its a step in the right direction. Ill mess with it for awhile and try to see if i can find something simliar in the forum, if those fail ill be back lol.
#8
07/11/2007 (3:06 pm)
Make sure the texture dimensions (in pixels) are powers of 2 (eg. 256 x 512, 64 x 64, etc) and the textures must be jpg or png
#9
07/11/2007 (3:14 pm)
With something so powerful like "Constructor", why even mess with Quark?