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Exporting with map2dif_plus

by Jamal Moon · in Constructor · 01/13/2008 (10:18 pm) · 7 replies

I've been having this problem for awhile and it's getting in the way. Every time export a big file with map2dif_plus, it says...

"Executing map2dif_plus -o "C:/Documents and Settings/Jamal/Desktop" -t "C:/Documents and Settings/Jamal/Desktop" "C:/Documents and Settings/Jamal/Desktop/new.map"

map2dif - Torque .MAP file converter
Copyright (C) GarageGames.com, Inc.
Program version: 1.0r
Programmers: John Folliard, Dave Moore, and Matthew Fairfax
Built: Apr 24 2007 at 18:28:24

Loading C:/Documents and Settings/Jamal/Desktop/new.map
Initial texture search path is set to "C:/Documents and Settings/Jamal/Desktop/"

Successfully opened map file: C:/Documents and Settings/Jamal/Desktop/new.map
Parsing mapfile...
done.
Creating BSP...done.
Marking active zones...done
Creating surfaces...done.
Lightmaps: Normal...Cleaning Up ..."

and then this pops up

"map2dif_plus.exe has encountered a problem and needs to close. We are sorry for the inconvenience."

with the options of "debug, send error report, don't send." I exported it as a dif and there was no problem. But when I put it into the game, it doesn't appear (same thing with legacy dif). I also exported it from a .csx file and a .map file and had the same results. If I export a small file (just a cube) it works find and is visible in the game.

I am using Constructor 1.0.3. Has anyone had the same (or similar) problem??? Is there a patch I can use to fix it?

Thanks, Jamal

EDIT!!!: I exported it as a dif again and finally it showed up in the game (YEA!!!)! The only problem was that the outside texture (the texture you see when you are outside the building) is sorta gray unless you move right next to it... I guess I just got lucky exporting with the dif but when I export other models with the dif, it doesn't work...

#1
01/22/2008 (9:32 am)
Portals and Detail brushes don't mix very well. I've found that if you have any Detail Brush(es) that stick even the slightest bit through ANY of the MAIN structural walls/floor/ceiling, it will crash the exporter. If you pull them all inside, it works (I've been using the 'patch' version from Matt Fairfax). If you don't have portals and details are sticking thru main structural brushes, it will also work... or only portals and no details... it's only when both are there and Details are sticking thru main brushes that it generally fails, from my experience.

The other problem arises when you have portals that overlap in any one orthographic viewport, but generally, it has been worse when they overlap in the X direction. In other words, model your buildings, etc so that there are no hallways with doors that can 'see' each other in one viewport.
#2
01/23/2008 (12:58 pm)
I took out the portals but I still didn't have any luck :'-(. My last hope is Matt's patch, but where do I get it?
#3
01/23/2008 (1:22 pm)
Matt's fix is in here

You can also request a new version that Jaimi's working patch here.
#4
01/24/2008 (4:31 pm)
Still no luck :'-(
#5
01/24/2008 (5:02 pm)
Jamal - send me the map, and I'll see if I can find the problem.
#6
01/24/2008 (6:38 pm)
Thanks ALOT for the offer, I really appreciate it. I'm e-mailing the file to you right now.
#7
01/25/2008 (1:39 pm)
OK - I see what's wrong with the map - The texture coordinates are all messed up, and this is causing some of the brushes to "go bad". It generates a warning in the console, but I'm thinking this needs to be a hard error, and give you the brush ID so you can fix it.

For now, to fix this, you can select the bad brush and reset the texture coordinates on the faces. ( i just selected all of the faces, turned off "as one" in the texture pane, and clicked "world").