DIF Exporter says: "Error! Line out of clip.
by Maddermadcat · in Artist Corner · 01/21/2007 (7:00 pm) · 8 replies
This is the text in the console:
What's wrong?
Quote:C:\QuArK 6.3\Torque\tmpQuArK> "C:\QuArK 6.3\torque\tmpquark\map2dif_DEBUG.exe" -
v -p -o ./maps -t ./textures ./maps/bridgebroken.map
Successfully opened map file: ./maps/bridgebroken.map
Parsing mapfile...done.
Creating BSP...::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE:
Handle better?
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
(About 25 or so more lines of that ^^)
::createBaseWinding: Bad face on brush. < 3 points. DMMNOTE: Handle better?
::createBaseWinding: Bad face on brush. > 32 points. DMMNOTE: Increase max win
ding points?
::createBaseWinding: Bad face on brush. > 32 points. DMMNOTE: Increase max win
ding points?
::createBaseWinding: Bad face on brush. > 32 points. DMMNOTE: Increase max win
ding points?
::createBaseWinding: Bad face on brush. > 32 points. DMMNOTE: Increase max win
ding points?
::createBaseWinding: Bad face on brush. > 32 points. DMMNOTE: Increase max win
ding points?
::createBaseWinding: Bad face on brush. > 32 points. DMMNOTE: Increase max win
ding points?
::createBaseWinding: Bad face on brush. > 32 points. DMMNOTE: Increase max win
ding points?
::createBaseWinding: Bad face on brush. > 32 points. DMMNOTE: Increase max win
ding points?
::createBaseWinding: Bad face on brush. > 32 points. DMMNOTE: Increase max win
ding points?
::createBaseWinding: Bad face on brush. > 32 points. DMMNOT
What's wrong?
About the author
#2
01/22/2007 (9:10 am)
I changed to map2dif_plus, and it worked just fine... The textures don't show up, though. It just stays white.
#3
Firstly, always make sure that your .MAP is infact the valve 220 format.
Make absolutely sure that your textures are in fact multiples of 2. It does NOT have to be sqaure, but the smallest texture size I personally use is 128x128. It fills out much better, especially on smaller objects within your .MAP. For everything else, ie walls, doors, windows etc I use 512x512, occasionally 256x256. I know it gets a little heavy on the disk space side of things, but using this simple method, it allows me zero errors when importing to the Torque engine.
Secondly make sure that your textures are either .JPG or.PNG. Whilst when viewing your map/interior within Quark - of course it will display perfectly. Yet, when you export to .MAP, even though the textures physical presence is acknowleged by Torque, it has NO means at all to decode and display them, hence they will only end up as white/grey slabs.
Thirdly - as a rough run before you beautify your work - make sure that NO brushes have any "fancy" properties set - such as detail and portal. Throw this stuff in LAST when it all seems good. Especially properties such as environment mapping/mirroring.
Fourth, be absolutely SURE that the MOST RECENT textures you have used are in the same directory as your .DIF file, not just the .MAP file. They must be sourced at load time, so have them all grouped together
ie :- C:\TGE\BUILDING\BUILDING1.DIF - > Location of .DIF
:- C:\TGE\BUILDING\WALLS1.JPG - > Location of aboves textures.
I do apologise if your a MAC user :)
If you ARE a windows user - you might like to try running your .MAP through Map2Dif_Plus without using any command line options at all. Simply select your .MAP file, then drag it into/onto the ICON for Map2Dif_Plus, and it will compile your .MAP to .DIF straight away. The resulting .DIF SHOULD be created in your .MAP directory automatically.
Well, thats about all I can think of right now off the top of my head without going and doing any serious research right now. Hope it was of ~some~ help.
Keep me posted, if you want .
Regards,
Daniel.
01/22/2007 (1:59 pm)
Okay, well at the risk of going through stuff you may already be aware of :)Firstly, always make sure that your .MAP is infact the valve 220 format.
Make absolutely sure that your textures are in fact multiples of 2. It does NOT have to be sqaure, but the smallest texture size I personally use is 128x128. It fills out much better, especially on smaller objects within your .MAP. For everything else, ie walls, doors, windows etc I use 512x512, occasionally 256x256. I know it gets a little heavy on the disk space side of things, but using this simple method, it allows me zero errors when importing to the Torque engine.
Secondly make sure that your textures are either .JPG or.PNG. Whilst when viewing your map/interior within Quark - of course it will display perfectly. Yet, when you export to .MAP, even though the textures physical presence is acknowleged by Torque, it has NO means at all to decode and display them, hence they will only end up as white/grey slabs.
Thirdly - as a rough run before you beautify your work - make sure that NO brushes have any "fancy" properties set - such as detail and portal. Throw this stuff in LAST when it all seems good. Especially properties such as environment mapping/mirroring.
Fourth, be absolutely SURE that the MOST RECENT textures you have used are in the same directory as your .DIF file, not just the .MAP file. They must be sourced at load time, so have them all grouped together
ie :- C:\TGE\BUILDING\BUILDING1.DIF - > Location of .DIF
:- C:\TGE\BUILDING\WALLS1.JPG - > Location of aboves textures.
I do apologise if your a MAC user :)
If you ARE a windows user - you might like to try running your .MAP through Map2Dif_Plus without using any command line options at all. Simply select your .MAP file, then drag it into/onto the ICON for Map2Dif_Plus, and it will compile your .MAP to .DIF straight away. The resulting .DIF SHOULD be created in your .MAP directory automatically.
Well, thats about all I can think of right now off the top of my head without going and doing any serious research right now. Hope it was of ~some~ help.
Keep me posted, if you want .
Regards,
Daniel.
#4
I used detail brushes on some cables, but they're quite small. I don't know if it should affect the rest of the model, though.
I didn't use any command line options, really. Just the filename. =\
Anyway, I'll try to just drag it, but I doubt that would make a difference.
01/22/2007 (6:37 pm)
I'm just using 3 textures - two 256 x 256 and one 128x128. I used detail brushes on some cables, but they're quite small. I don't know if it should affect the rest of the model, though.
I didn't use any command line options, really. Just the filename. =\
Anyway, I'll try to just drag it, but I doubt that would make a difference.
#5
you could post me your .MAP file and textures, and I'll have a crack at compiling it it over on my end, so I can exactly what you are after. I have plenty of time to muck around. Dont worry, I wont "pinch" your I.P.
But if you could keep me posted, thats cool. I dont mind at all trying to help.
My Email address is Daniel260z@Hotmail.com
Regards,
Daniel.
01/23/2007 (10:24 pm)
Well, if all else fails,you could post me your .MAP file and textures, and I'll have a crack at compiling it it over on my end, so I can exactly what you are after. I have plenty of time to muck around. Dont worry, I wont "pinch" your I.P.
But if you could keep me posted, thats cool. I dont mind at all trying to help.
My Email address is Daniel260z@Hotmail.com
Regards,
Daniel.
#6
I'll send it to you. It only uses a stock concrete texture, as it is still a WIP.
EDIT: Goddamnit... I feel like the exporters are conspiring against me. I tried again and it worked... >.<'
01/26/2007 (6:11 pm)
I finally got map2dif_plus to work. But now I get the same error with another file.I'll send it to you. It only uses a stock concrete texture, as it is still a WIP.
EDIT: Goddamnit... I feel like the exporters are conspiring against me. I tried again and it worked... >.<'
#7
EDIT: Goddamnit... I feel like the exporters are conspiring against me. I tried again and it worked... >.<'
"
In this day and age, it wouldnt half surprise me !! But, it IS Torque your working with !! :)
Oh well, Im here if you need me for anything. Problem shared is a problem halved, yadda-yadda-yadda.
Take it easy !
Daniel.
01/26/2007 (11:32 pm)
Quote : "EDIT: Goddamnit... I feel like the exporters are conspiring against me. I tried again and it worked... >.<'
"
In this day and age, it wouldnt half surprise me !! But, it IS Torque your working with !! :)
Oh well, Im here if you need me for anything. Problem shared is a problem halved, yadda-yadda-yadda.
Take it easy !
Daniel.
#8
EDIT: Goddamnit... I feel like the exporters are conspiring against me. I tried again and it worked... >.<'
"
In this day and age, it wouldnt half surprise me !! But, it IS Torque your working with !! :)
Oh well, Im here if you need me for anything. Problem shared is a problem halved, yadda-yadda-yadda.
Take it easy !
Daniel.
01/26/2007 (11:35 pm)
Quote : "EDIT: Goddamnit... I feel like the exporters are conspiring against me. I tried again and it worked... >.<'
"
In this day and age, it wouldnt half surprise me !! But, it IS Torque your working with !! :)
Oh well, Im here if you need me for anything. Problem shared is a problem halved, yadda-yadda-yadda.
Take it easy !
Daniel.
Torque 3D Owner Daniel Rehn
But Im sure I did read something about the way Quark handles its integers, and on exporting in fact rounds them down somewhat,which makes parsing .MAP through Map2Dif a little cagey.
I have had only a few situations like this, and to be honest, %99 of them vanished when I started to use Map2Dif_Plus instead of the normal Map2Dif. Ive never ever used any _Debug version.
Well, sorry I could not be of any serious help to you.
Regards,
Daniel.