Game Development Community

Missing + shifted geometries

by OQ Gamer · in Game Design and Creative Issues · 11/30/2006 (11:37 pm) · 1 replies

Hi all,

I'm not sure whether this kind of question has any solution.

I created curved-like interior using 3dsmax, exported to .map using GLB 2.2, then textured it within QuArK. The geometries look okay, no problem at all, so I re-saved the .map file. All these stages didn't give me any error messages.

Next, I used map2dif_plus to convert it to a .dif file. There was no error message either.

But when I used the .dif file in Torque, there were some missing faces and shifted geometries.

Any solution, please?

TIA,
O. Newman

#1
12/01/2006 (2:14 am)
Quark doesn't play well with other programs. So typically if you get cracks in your geometry after importing a model from another program that means Quark didn't read placement of the vertices properly resulting in floating point errors. If you include Quark as part of your pipeline you're really better off just building in Quark in toto. That means if you want to use GLB 2.2 specifically I would find some other way to compile a map version other than using Quark.

Mind you, While you can make curved surfaces in Quark smoothing groups are not supported so rounded shapes will end up faceted (which looks ugly to me).

N.R.