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1.5 Map2Dif_plus crashes on any map

by John Doppler Schiff · in Torque Game Engine · 01/05/2007 (6:29 pm) · 29 replies

Has anyone gotten the new version of map2dif_plus to work? I'm referring to the one that ships with TGE 1.5, that supposedly fixes mirror surface support.

When I build any map, no matter how simple, it crashes with the following, somewhat uncertain error:
Fatal-ISV: (\Torque\Installer_SDK\SDK\engine\interior\interiorIO.cc @ 947) Not a power of 2?  Something wrong

This is a virgin install of TGE 1.5, compiled under VC++ .Net 2003.

The sole texture in use is 128x128, and the map builds just fine in the 1.4 version of Map2Dif_plus.exe.

Anyone have a working copy?
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#1
01/06/2007 (5:04 am)
Plus version should be used with the Shader engine, the other one is used with TGE, or atleast thats what ive been lead to believe.
#2
01/06/2007 (7:44 am)
I don't think that's correct, but even if it were... a .MAP is a .MAP regardless of the engine. I'm just trying to convert it to DIF format.
#3
01/06/2007 (8:28 am)
Map2DIF and map2DIF_plus are both different versions for the same engine. Map2DIF_plus was originally intended to be a fix by a non-GGer (who now works for GG) for several problems in map2DIF and also allow floating points. Unfortunately, the newer version broke some other things, like mirrors and ambient lighting (set in WorldSpawn). There are also TGEA versions of both.

I don't know if any of the bugs in either program were fixed, as I can't use the 1.5 versions either. I believe Synapse Gaming added some things that are 1.5-specific, but I don't know what they were.
#4
02/08/2007 (4:25 pm)
Ive run into the same problem, its part of the "Interior::writeLMapTexGen" function, i disabled this via // *grin* and it works.

However when the model is placed into the mission, it has some very peculliar lighting, some faces are almost black whilst some are very bright. i'm not sure if that is related.

i'm far too newb at this to know for sure, but i'm sure addition info is usually helpful
#5
03/06/2007 (1:33 am)
*bump*

Has anyone gotten the 1.5 version of Map2Dif_plus to work, or is it bugged?
#6
03/08/2007 (3:16 pm)
My point wasn't that one was made for the other but rather saying that one wont work at the moment with said engine. In other words the plus one WILL work just fine for TGEA i use it constantly with absolutely no problem*Except* when i try to use it for making DIF's for TGE, the DIF made with that exporter wont work in TGE the way it works in TGEA, that all. I'm not sure why but this is the way it works for me, if you have trouble getting any .MAP to a DIF i would be happy to look at the file:) As long as your not violating some NDA:)
#7
03/08/2007 (6:49 pm)
I posted a fix for this particular crash in the bugfix forum

www.garagegames.com/mg/forums/result.thread.php?qt=57477

relevant bits:

--in csgBrush.h:
My map had entity lights but didn't have a "sgLightingScaleEntity".
CSGBrush.sgLightingScale is uninitialized, and this was (indirectly) leading to an assertion in writeLMapTexGen:948 ("Not a power of 2? Something wrong" )
Adding initializers of sgLightingScale(32.0f) and sgSelfIllumination(0,0,0) in CSGBrush ctor in csgBrush.h:85 fixed this .



But later I figured out that i should be using map2dif instead. :)

Joel
#8
03/08/2007 (8:39 pm)
Fan-freakin'-tastic! Thank you, thank you!
#9
03/12/2007 (11:10 pm)
What is the difference of map2dif and map2dif plus, I am having the same error as above:
Fatal-ISV: (\Torque\Installer_SDK\SDK\engine\interior\interiorIO.cc @ 947) Not a power of 2? Something wrong

if I do this:
--in csgBrush.h:
My map had entity lights but didn't have a "sgLightingScaleEntity".
CSGBrush.sgLightingScale is uninitialized, and this was (indirectly) leading to an assertion in writeLMapTexGen:948 ("Not a power of 2? Something wrong" )
Adding initializers of sgLightingScale(32.0f) and sgSelfIllumination(0,0,0) in CSGBrush ctor in csgBrush.h:85 fixed this .

will this fix the problem and do I have to recompile map2dif plus. If thats the case, forget it, I will just use the old one as it seems to work fine at the moment and will wait until these fixes are up officially.
#10
03/13/2007 (2:28 am)
@Francisco: Yes, you'll need to recompile; these are changes to the source code.
#11
03/13/2007 (3:21 am)
Is there anywhere that says how to do this, I have not used a compiler in years and have no clue on how to set that up for compiling the map to dif, on a side note why was this "shipped" and continues to be shipped in a broken state
#12
03/13/2007 (4:29 am)
Exact procedure will depend on what compiler and version you're using. And of course, you'll need to be a TGE owner with access to the source code. (Just to be clear, we're talking about rebuilding the Map2Dif executable, not the .MAP or .DIF files.)

As for why it was shipped like this, well-l-l-l-l, GG's staffers are only humanoid. They've got a lot of projects underway, and mistakes happen. (And considering the astounding number of fixes and improvements in the latest release, I'm not going to bitch about it too strenuously!)

I'm guessing that it was only tested under .MAPs generated by whatever GG's favorite tool is, so bugs appearing in 3DWS and other software weren't discovered until now.

I'm curious what software it was tested under, though; if it works under one of the other programs out there, I can at least use that to generate maps that need the newly fixed features.
#13
03/13/2007 (4:52 am)
Probably constructor as it is even used in 3d game programming all in one, though it is not out yet so yay for that. As to the fix, I understand that things have bugs, but once discovered they should be fixed and new versions pushed out with accompanying accurate documentation, I cannot stress that one enough. It is not the communities responsibility to fix their broken code nor provide said documentation. Having a lot of projects is no excuse, if the quality of your work is suffering, then you need to reevaluate your projects and or work ethic and scale them down until you can deliver polished products with proper documentation.

But i digress, we are talking about map2dif_plus that is shipped with 1.5 AFX, I do own it, but have not gotten around to figuring out how to set up a compiler for it.
#14
03/13/2007 (4:56 am)
What flavor and version of compiler are you using?
#15
03/13/2007 (4:57 am)
Netmercs codeweaver is the one I downloaded to handle recompiling.
#16
03/13/2007 (6:00 am)
I'm running Map2Dif_plus (stock TGE 1.5 - not even recompiled) with QuarK to create stuff for Darwind: War on Wheels, and haven't been experiencing problems at all with it - only my own mistakes.
My stuff is very simple and cannot be compared to sophisticated buildings you might found around.

Every .dif that has been exported with Map2Dif_plus has been successfully imported in TGE 1.5, TGE 1.4 and TGE 1.3+TLK.

I also added portals (beware to set the "ambient light pass through" flag or rooms will be dark!) and standard lights without troubles.
I don't know about mirror problems, I don't need them 8-/.
#17
03/13/2007 (9:43 am)
Not recompiled? Stephan, can you do me a huge favor and run it from the command line without any arguments, and tell us what the build date on your version of Map2Dif(_plus) is?
#18
03/13/2007 (10:10 am)
A breakthrough: I recompiled Map2Dif.exe, removed the wad entity from the .map, and lo and behold, it works! Mirrors! Whooooo!

Still no luck with map2dif_plus, though. =7
#19
03/13/2007 (11:51 am)
Here it is:
Quote:
map2dif_plus.exe

map2dif - Torque .MAP file converter
Copyright (C) GarageGames.com, Inc.
Program version: 1.0r
Programmers: John Folliard, Dave Moore, and Matthew Fairfax
Built: Sep 8 2006 at 08:51:44
#20
03/14/2007 (12:49 am)
That's really baffling. I'm running it against a Quark map with just a cube, nothing more. Nothing even remotely fancy. Ditto with 3DWS. Both crash and burn.

At least we've got Map2Dif working... I'll explore more this weekend and let you guys know what I turn up. Judging from the Leadwerks forums, I'm not the only one with this problem.
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