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:
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?
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?
#22
03/14/2007 (8:19 pm)
Same as John, if i use the map2dif_plus that comes with acanefx it crashes on a simple cube in 3dWS.
#23
03/14/2007 (8:25 pm)
Same as John, if i use the map2dif_plus that comes with acanefx it crashes on a simple cube in 3dWS.
#24

TGE 1.5 version of map2dif_plus: 1.0r (sep 8 2006)
Okay. That was a successful attempt at the Dismal Oubliette map from Quake 1 (which was cut from release but added to the GPL Quake Map Sources).
I used the map2dif_plus that ships with 1.5 after loading it into 3DWS, texturing (all one texture) and then exporting. I got a huge amount of light entity errors, but it compiled to a DIF when I ran it through 1.5's map2dif_plus. map2dif died without creating a console.log file.
map2dif_plus worked on the ORIGINAL .map file that ships with the GPL'd quake maps as well as the 3DWS 5.52 version of the map. The difference was that the original map had texture data that was not included (white map in TGE) and I remapped the entire structure to cement in 3DWS. 3DWS did something to the light entities to cause errors in map2dif_plus.
map2dif_plus from the Artists page version: 1.0r (Jul 24 2005)
It also created a DIF from the original .map file and the exported map from 3DWS 5.52, with the exact same results.
AFX Version of map2dif_plus: 1.0r (Dec 8 2006)
It crashed seemingly when creating the lightmap on the original .map file from id and in a similar place (looking at the console window and not debugging) on the 3DWS one.
Map2Dif did not work with this map.
So I did another test, with a simple cube from 3DWS 5.52.
I created a textured cube and exported it. Then I went to the directory where I have the different versions of map2dif/plus to see which one broke.
map2dif that ships with 1.5 died.
map2dif_plus that ships with 1.5 worked like a charm. Loaded it into TGE 1.5 and had no issues.
map2dif that ships with AFX died.
map2dif_plus that ships with AFX died.
map2dif_plus from the Artists page worked wonderfully.
03/14/2007 (9:50 pm)

TGE 1.5 version of map2dif_plus: 1.0r (sep 8 2006)
Okay. That was a successful attempt at the Dismal Oubliette map from Quake 1 (which was cut from release but added to the GPL Quake Map Sources).
I used the map2dif_plus that ships with 1.5 after loading it into 3DWS, texturing (all one texture) and then exporting. I got a huge amount of light entity errors, but it compiled to a DIF when I ran it through 1.5's map2dif_plus. map2dif died without creating a console.log file.
map2dif_plus worked on the ORIGINAL .map file that ships with the GPL'd quake maps as well as the 3DWS 5.52 version of the map. The difference was that the original map had texture data that was not included (white map in TGE) and I remapped the entire structure to cement in 3DWS. 3DWS did something to the light entities to cause errors in map2dif_plus.
map2dif_plus from the Artists page version: 1.0r (Jul 24 2005)
It also created a DIF from the original .map file and the exported map from 3DWS 5.52, with the exact same results.
AFX Version of map2dif_plus: 1.0r (Dec 8 2006)
It crashed seemingly when creating the lightmap on the original .map file from id and in a similar place (looking at the console window and not debugging) on the 3DWS one.
Map2Dif did not work with this map.
So I did another test, with a simple cube from 3DWS 5.52.
I created a textured cube and exported it. Then I went to the directory where I have the different versions of map2dif/plus to see which one broke.
map2dif that ships with 1.5 died.
map2dif_plus that ships with 1.5 worked like a charm. Loaded it into TGE 1.5 and had no issues.
map2dif that ships with AFX died.
map2dif_plus that ships with AFX died.
map2dif_plus from the Artists page worked wonderfully.
#25
03/14/2007 (10:40 pm)
Well atleast im not going insane with these afx versions
#26
EDIT: Crap too tired to post.
03/14/2007 (10:48 pm)
Using the one that ships with TGE 1.5 is fine as long as you use map2dif_plus.EDIT: Crap too tired to post.
#27
As soon as i add a portal (c4 or hammer) the "new" versions crash.
After some debugging i found out that the pointer to pPortalEntity in editGeometry at the portal brushes part.
pPortalEntity is allways null. I also get the Errormessage: "Internal Error: we should have had a portal here"
i tried to catch it with a if statement to see what happens than, and i run into the "power of 2" problem.
Ignoring this error cause TGE crash when i insert the interior.
I'd like to have mirror support which works with the 1.51 TGE Version but i think i'll give up and make a good backup of the TGE 1.42 Version ;)
05/03/2007 (1:35 pm)
I've also Problems with map2dif_plus shipped with TGE 1.5 and 1.51 the one shipped with 1.42 works fine \o/ it's also: "Program version: 1.0r" As soon as i add a portal (c4 or hammer) the "new" versions crash.
After some debugging i found out that the pointer to pPortalEntity in editGeometry at the portal brushes part.
PortalEntity* pPortalEntity = dynamic_cast<PortalEntity*>(pEntity);
pPortalEntity is allways null. I also get the Errormessage: "Internal Error: we should have had a portal here"
i tried to catch it with a if statement to see what happens than, and i run into the "power of 2" problem.
Ignoring this error cause TGE crash when i insert the interior.
I'd like to have mirror support which works with the 1.51 TGE Version but i think i'll give up and make a good backup of the TGE 1.42 Version ;)
#28
I end up using multiple versions of map2dif for DIF, and when building DTS mesh I switch back and forth between exporters. I dont think there is any exporter that fully supports all the ADVERTISED functions correctly.
Its not true that one gets what they pay for, i have seen FREE 3D engines that have a better art content path. Torque's art pipeline is a sad sick joke, an exercise in wasted time and tested patients.
It truly piss me off that we have not yet seen any fully functional exporters, but we do have multiple Torque based engines now, and we are upto version 1.51TGE still with the same buggy exporters. It makes me wonder what GarageGames truly cares about, the product or the money the product generates. GG do not seem to care if people can actually USE the Torque based engines as advertised.
05/03/2007 (2:17 pm)
I would LOVE to have proper fully functional export tools for DIF and DTS creation. I end up using multiple versions of map2dif for DIF, and when building DTS mesh I switch back and forth between exporters. I dont think there is any exporter that fully supports all the ADVERTISED functions correctly.
Its not true that one gets what they pay for, i have seen FREE 3D engines that have a better art content path. Torque's art pipeline is a sad sick joke, an exercise in wasted time and tested patients.
It truly piss me off that we have not yet seen any fully functional exporters, but we do have multiple Torque based engines now, and we are upto version 1.51TGE still with the same buggy exporters. It makes me wonder what GarageGames truly cares about, the product or the money the product generates. GG do not seem to care if people can actually USE the Torque based engines as advertised.
#29
05/13/2007 (8:07 pm)
I could not agree more Caylo, I think they are only interested in selling their content packs then updating TDN with the proper tutorials. Ever wonder why when people ask for tutorials and such, they always point you in the direction of the content packs? I am sorry but if you are truly serious about making your own game, you are going to have to make your own content and not use content that the rest of the community has. I do not understand why Torque does not just import the base files from major modeling applications and not use exporters period. That way, the way you have to set up your models would not change from modeling package to modeling package versions or versions of torque.
Associate David Montgomery-Blake
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