Game Development Community

Can we download the source for map2dif_plus?

by ChrisG · in Torque Game Engine Advanced · 10/16/2008 (8:52 pm) · 3 replies

Recently we've been having trouble with a magenta hue appearing on DTS models that are placed on scaled difs.

We were told to "Bump the Lighting Border value up or down in your Map2Dif source.... purple is the color of the border of the lightmap."

Anyway the short of it is that we can't find the source code for map2dif_plus for TGEA anywhere.

Our programmer has a licensed copy of TGEA (I however do not) and has been posting in the TGEA private forums but so far has not received a reply. He did not get a copy of map2dif_plus source for TGEA with his licensed copy of TGEA.

Does anyone know where we can download it from?



I have a model from TGE that needs to be scaled, it took me so long to make that I couldn't face the prospect of having to recreate it. The model was created in QuArK which is why we need map2dif_plus.

#1
10/16/2008 (11:38 pm)
I think we got the source from an earlier release, it should be in the latest one but it's not.

I got an email about this a few days ago, and I assume Andy Rollins is your programmer.
I still think you guys should check if this value is exposed in script. Previously you set it directly inside Map2Dif but with all the new SGLightingPack shizzle I'm not sure if they kept it there.

With that said, you really (from my limited experience with DIF's) should avoid scaling interiors. It might not be troublesomeone right now, but in the long run you could run into issues that are difficult to track down. Many have been fixed but I believe a few are still there.

I won't be at my regular workstation before tuesday so can't give you more details than this, sorry.
#2
10/17/2008 (12:29 am)
Thanks for that Stefan - will have a look.

The building was one of the first I made for Torque - I just kept adding to it. It was initially scaled for Kork and I had to scale it down for the modern soldier guy. Just one of the many lessons dealt out by Torque.
#3
10/17/2008 (1:22 am)
Yeah, Kork isn't a good example since he's what, 2-3 meters tall?

I recall Hammer/Quark didn't have adeqetue scaling tools a few years back, is it still the case? It would be a lot better to scale these structures before exporting, instead of doing it ingame.

There *was* (not sure if it's there anymore) a property you could set in the .map file before you export that affected the lightmap border. In Hammer it says "Lighting scale (must be a power of 2)" and its default value is 32.