Using Tim Aste: Building Pack 2
by Collins College Student (#0003) · in Artist Corner · 08/15/2007 (8:47 pm) · 43 replies
I am trying to use these in the torque game engine 1.5 in the FPS engine and everytime i use any of the building the program freezes. i think due to the lighting?
i read the notes packed with the content and it says that everything after build 1.4 should be fine?
is there something i should do? or does it take time to light it?
whats the best way to use these???
i read the notes packed with the content and it says that everything after build 1.4 should be fine?
is there something i should do? or does it take time to light it?
whats the best way to use these???
#42
05/15/2009 (6:44 pm)
Have you tried exporting with "Export as dif" instead of exporting with map2dif_plus? Are you using constructor 1.051?
#43
The data definately wasnt created in Max or even gMax. Its too primative and the vertecies line up too evenly (3DS to MAP converted files never line up because of the floating point values).
@Pneumatic
Honestly your best bet is to recreate a lot of the data. Its far less of a headache and hassle.
With the way that Map2Dif works, the files in the pack end up creating a lot of extra polygonal data because there are shapes placed in a staggered pattern like they are in this pack (versus say a neat and tidy setup), and Map2DIF plus tries to connect them all into something it feels is logical by splitting polys up so that everything is connected (basicly the geometry data you see in the BSP editor is not how it ends up looking once converted). This can sometimes create long and thin triangular strips that do not receive lighting well or will crash.
05/17/2009 (7:45 pm)
@MikeThe data definately wasnt created in Max or even gMax. Its too primative and the vertecies line up too evenly (3DS to MAP converted files never line up because of the floating point values).
@Pneumatic
Honestly your best bet is to recreate a lot of the data. Its far less of a headache and hassle.
With the way that Map2Dif works, the files in the pack end up creating a lot of extra polygonal data because there are shapes placed in a staggered pattern like they are in this pack (versus say a neat and tidy setup), and Map2DIF plus tries to connect them all into something it feels is logical by splitting polys up so that everything is connected (basicly the geometry data you see in the BSP editor is not how it ends up looking once converted). This can sometimes create long and thin triangular strips that do not receive lighting well or will crash.
Torque Owner Pneumatic
Yes, I tried with map2dif_plus_tgea (found in Constructor and the TGEA 1.8 tools) and map2dif_plus_tse (borrowed from Constructor) with the textures in the same folder. The following commands (and variations) all crash map2dif when it tries to write the "resource", with error (engine\interior\interiorRes.cc @213) Unable to write detail level to stream:
map2dif_plus -h -t ../sml1/ -o out/ sml1_0.map
map2dif_plus -t ../sml1/ -o out/ sml1_0.map
map2dif_plus -o out/ -d sml1_0.map
Exporting other .map files (like tower.map) works fine with all of these commands.