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Map2dif_plus and entities for TSE

by Lee Latham · in Torque Game Engine Advanced · 10/09/2006 (3:59 pm) · 10 replies

Has anyone had any luck creating dif's with entities for TSE? I can export nice interiors all day long, but as soon as I add a light, path or any other entity, map2dif_plus crashes on the conversion.

I am, of course, using the TSE version. I try the TGE map2dif and it works fine... :-(

#1
10/09/2006 (4:34 pm)
Map2dif_plus is for TGE only.
#2
10/09/2006 (8:40 pm)
Ummmm...I disagree....I use Map2Dif_Plus for everything ...both engines and I get no problems...but I don all the lighting after within the engine...didnt relize you could specify light within the BSP compilers there are so many that use slightly differnt .map format i didnt think it would work very well....hmmm ill go make one and try it..maybe a few screen shots?:)
#3
10/10/2006 (1:05 pm)
Yep, there's a map2dif_plus_tse file somewhere around, especially for tse. I use it but can't remember where I found it. Oh wait, I think it comes with the TSE source IIRC. You build it with the SDK solution.
#4
10/10/2006 (2:36 pm)
I've tried both (the versions that came with the TSE CVS anyways). Plain old map2dif crashes on entities as well.

Has anyone actually done this successfully with TSE? Lights, paths, anything?
#5
10/11/2006 (3:04 am)
Why not add lighting in after I dont undrestand ...is it that important to be able to have them automaticly lit at a certian value...I would wrather adjust by hand...the automatic setting as is with the converter works great I think:)

I guess if there are features available you would like to use them....to our understanding what is it you supposed to do to get them to work compiling entities with your .Map's?

tried to link some pics guess i cant get it to work
#6
10/11/2006 (3:21 am)
Quote:Has anyone actually done this successfully with TSE? Lights, paths, anything?

Well, I hadn't, but I have now. Added two omni-lights, one outside which was white and shining on the end of the building, and one orange interior omni. Exported fine and imported into TSE fine.


I did this from Quark. I assume that's what you're using and also you have the path to the TSE version set correctly in the options? Also that you have light targets and the lights are pointing at legit targets? Sorry if this is too basic, don't know what level you are at with this stuff :-)

PS - Just to be sure I added an interior spot and that also worked.
#7
10/11/2006 (12:16 pm)
Achshewally...I guess I should have been more specific. It's paths for a little floating platform that I'm wanting to do. I did get lights to work with vanilla TSE map2dif, but the path entities still cause a crash.

I agree that lights would be much simpler in the mission editor :)
#8
10/11/2006 (12:19 pm)
Ooh... didn't know that about a TSE map2dif_plus. Thanks for the info!
#9
10/11/2006 (12:32 pm)
Never used the paths before but just added a path start node and three path nodes and it all exported and imported OK. Not sure if you're supposed to add anything other than that.
#10
10/11/2006 (1:19 pm)
Hmm, I was trying it from Hammer, so maybe I'll try Quark.