Strange problem with map2dif
by Stephane Portha · in Torque Game Engine · 12/07/2002 (10:03 am) · 5 replies
I try to export a very simple map and map2dif give me this error:
::createBaseWindig: Bad face on brush. < 3 points. DMMNOTE: Handle better?
I really don't understand what's wrong with this...
Here is the map:
{
"classname" "worldspawn"
"detail_number" "0"
"min_pixels" "250"
"geometry_scale" "32.0"
"light_geometry_scale" "32.0"
"ambient_color" "0 0 0"
"emergency_ambient_color" "0 0 0"
"mapversion" "220"
// Brush 0
// poly:p[1]
{
( 56 799.75000 -80 ) ( 56 799.75000 16 ) ( 56 895.75000 -80 ) cinder1_2 -1066 -107 0 0.75000 0.75000 1 0 0
( 1119.75000 16 -80 ) ( 1119.75000 16 16 ) ( 1215.75000 16 -80 ) cinder1_2 -1493 -107 0 0.75000 0.75000 1 0 0
( 1119.75000 32 -80 ) ( 1215.75000 32 -80 ) ( 1119.75000 32 16 ) cinder1_2 -1493 -107 0 0.75000 0.75000 1 0 0
( 1119.75000 799.75000 -16 ) ( 1215.75000 799.75000 -16 ) ( 1119.75000 895.75000 -16 ) cinder1_2 -1493 1066 0 0.75000 0.75000 1 0 0
( 1119.75000 799.75000 32 ) ( 1119.75000 895.75000 32 ) ( 1215.75000 799.75000 32 ) cinder1_2 -1493 1066 0 0.75000 0.75000 1 0 0
( 1119.75000 815.50000 950.81549 ) ( 1119.75000 911.50000 950.81549 ) ( 1215.75000 815.50000 1033.09363 ) cinder1_2 -1493 1087 0 0.75000 0.75000 1 0 0
}
}
::createBaseWindig: Bad face on brush. < 3 points. DMMNOTE: Handle better?
I really don't understand what's wrong with this...
Here is the map:
{
"classname" "worldspawn"
"detail_number" "0"
"min_pixels" "250"
"geometry_scale" "32.0"
"light_geometry_scale" "32.0"
"ambient_color" "0 0 0"
"emergency_ambient_color" "0 0 0"
"mapversion" "220"
// Brush 0
// poly:p[1]
{
( 56 799.75000 -80 ) ( 56 799.75000 16 ) ( 56 895.75000 -80 ) cinder1_2 -1066 -107 0 0.75000 0.75000 1 0 0
( 1119.75000 16 -80 ) ( 1119.75000 16 16 ) ( 1215.75000 16 -80 ) cinder1_2 -1493 -107 0 0.75000 0.75000 1 0 0
( 1119.75000 32 -80 ) ( 1215.75000 32 -80 ) ( 1119.75000 32 16 ) cinder1_2 -1493 -107 0 0.75000 0.75000 1 0 0
( 1119.75000 799.75000 -16 ) ( 1215.75000 799.75000 -16 ) ( 1119.75000 895.75000 -16 ) cinder1_2 -1493 1066 0 0.75000 0.75000 1 0 0
( 1119.75000 799.75000 32 ) ( 1119.75000 895.75000 32 ) ( 1215.75000 799.75000 32 ) cinder1_2 -1493 1066 0 0.75000 0.75000 1 0 0
( 1119.75000 815.50000 950.81549 ) ( 1119.75000 911.50000 950.81549 ) ( 1215.75000 815.50000 1033.09363 ) cinder1_2 -1493 1087 0 0.75000 0.75000 1 0 0
}
}
#2
I was using Quark 6 for making the map and have forget to put the option "don't write floating-point coords".
I have still a problem with quark that complain:
"cannot mix different watery textures on the same polyhedron".
If i safe the map and compile with map2dif it work very well in torque, don't known why Quark complain...
12/07/2002 (11:42 pm)
Found the problem, that's nice to have the source code, thanks GarageGame !I was using Quark 6 for making the map and have forget to put the option "don't write floating-point coords".
I have still a problem with quark that complain:
"cannot mix different watery textures on the same polyhedron".
If i safe the map and compile with map2dif it work very well in torque, don't known why Quark complain...
#3
12/08/2002 (12:59 am)
In Quake-engine games, BSP will have a fit if two different "enterable" textures (water, for example) are applied to sides of the same brush. Torque doesn't have that limitation.
#4
One cause of this error is adding a polyhedron (which does not automatically have textures assigned to all faces). Make sure new brushes have textures on all faces.
01/03/2003 (2:44 pm)
re: cannot mix different watery textures on the same polyhedronOne cause of this error is adding a polyhedron (which does not automatically have textures assigned to all faces). Make sure new brushes have textures on all faces.
#5
01/03/2003 (2:53 pm)
Fletcher is right. Some faces fon't have a texture aplied to them. They appear black. All faces must have a texture assigned.
Torque Owner James \"Corvidae\" Williams
I copy and pasted it into a map file and opened it in WC to fix the format errors. Here's what it SHOULD look like (my texture name is differnt, but that's easy to fix):
{
"classname" "worldspawn"
"min_pixels" "250"
"geometry_scale" "32.0"
"light_geometry_scale" "32.0"
"ambient_color" "0 0 0"
"emergency_ambient_color" "0 0 0"
"mapversion" "220"
{
( 56 32 32 ) ( 56 32 -16 ) ( 56 16 -16 ) MARBLE [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 56 16 32 ) ( 56 16 -16 ) ( -8 16 -16 ) MARBLE [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -8 32 -16 ) ( 56 32 -16 ) ( 56 32 32 ) MARBLE [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( -8 16 -16 ) ( 56 16 -16 ) ( 56 32 -16 ) MARBLE [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 48 32 32 ) ( 56 32 32 ) ( 56 16 32 ) MARBLE [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( -8 32 -16 ) ( 48 32 32 ) ( 48 16 32 ) MARBLE [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
}
}