Creating Difs in a different way...
by Miguel Benitez · in Torque Game Engine · 11/18/2006 (10:34 pm) · 4 replies
I have been using 3ds max 5 to create my bsp geometry. Thats the easy part. I have 2 exporters that I use either GLB 3.0 to .map format OR max2gs to get the .wmp format into Wed. Wed is the gamestudio level editor. In wed in the .wmp format all looks good and textured just how I had it in 3ds max. When I save the same level in wed to .map format the textures get all screwed up. Seems no matter what I do in the .map format textures will not line up properly when saved. I have no problem creating the geometry or actually making the dif file its just my textures wont line up properly. Was just wondering if anybody else out there uses Wed to save there .map files to create there difs or had any advice/info on this? Thx.
-Miguel
-Miguel
#2
I personally do this all the time with the BSP/DIF work that I do and I honestly have to say that it works great.
11/19/2006 (10:59 am)
Actually one can skip most of the hassles that are involved with an application like Quark by using other applications to do the BSP modeling in. The only thing you really need Quark for is assigning textures, portals, detail brushes, world spawn entities, and other fine detail that normally is not accessible without an application like Quark.I personally do this all the time with the BSP/DIF work that I do and I honestly have to say that it works great.
#3
Bobby,
11/27/2006 (2:09 pm)
The way some of the Wad files have been changed over the years, the latest is Wad 3 but its still called wad, if you download the latest version of a program called Wally, it makes all the WAD files needed, in any of the 3 WAD formats. I too have used the GLB plug in, or script tool, it usually gets the geometry correct as long as I don't make the object more than one piece, it seems to hate that. There is also a program out there called Getic, another BSP editor and it is capable of Importing .3ds files as well as one of the Auto CAD format(I forget which one:)), although in each of these I get various problems with the textures, I always have to re-do it using the BSP method of texturing. If you find a way of keeping things looking the way they do in MAX please let me know how it is done. I am currently going to college for game and simulation programming so that I may fill in the blanks that my online surfing education of the past left out, by learning correctly from an accredited college. Hopefully my instructor will be will to hep write some of these functions in the future but I hate sterring him off subject he tends to make a research assignment out of any question I ask:)Bobby,
#4
11/28/2006 (9:46 pm)
Ok I figured it out Wed wasnt saving the texture coordinates in the .map format because I was using the texture lock option. If you dont use Weds texture lock option you can create your geometry in 3ds max as long as its bsp legal ALL will export correctly and textured just like in max. Export it via the max2gs plugin to Wed save that file as .map reload the wad in the .map file and the texture coordinates will all be there. After all looks good use the map2dif with the textures and it will spit out the dif. Sorry this is way easier than Quark dont feel like learning something else when I can use max to create the Levels/geometry.
Torque Owner N R Bharathae