map2dif mac?!?
by Sky Eckstrom · in Torque Game Engine · 02/07/2003 (9:33 pm) · 74 replies
Phew, I finally got my .map editor into a useable state on Mac OS X. Now I want to place my .maps into the engine, but I have to convert them into .dif format to do that. I'm pretty sure that?s what the map2dif tools is for, but I can?t figure out how to build it! (pb gives me lots of errors) Does anyone know how to do this or even if it works on Mac?
#2
Our team has been basicly going from MAC to PC but ouch thats even harder we have an awsome QT player in TGE for the MAC side but damn how to get the PC side complient with it, ouch !
ok enough ranting basicly we all have PC's now you need to make you own tools for the mac or get a cheap pc to make up for them.
most tool code and editors are highly operating system depenent i was on a team to port Unreal ED to the MAC but the team decided that the resources just wernt there, i think that the amount of code we would have to change would be in the thousands of lines, like high thousands. and that was just to get it to launch then to display and edit were so much more, o god i can't even tell you what it was like.
i would suggest getting a cheap pc, macs a great and its great that TGE makes a great engine on them but i think it would be cheaper to go PC to edit for your game.
And just so you know im all pro mac so its hard for me to say that but in reality its the best choice.
02/08/2003 (12:56 am)
The tool support just isnt there, and well basicly the game support isn't there, every thing is ported from PC to MAC when have you seen a game ported the other way(beside the few out there)? Our team has been basicly going from MAC to PC but ouch thats even harder we have an awsome QT player in TGE for the MAC side but damn how to get the PC side complient with it, ouch !
ok enough ranting basicly we all have PC's now you need to make you own tools for the mac or get a cheap pc to make up for them.
most tool code and editors are highly operating system depenent i was on a team to port Unreal ED to the MAC but the team decided that the resources just wernt there, i think that the amount of code we would have to change would be in the thousands of lines, like high thousands. and that was just to get it to launch then to display and edit were so much more, o god i can't even tell you what it was like.
i would suggest getting a cheap pc, macs a great and its great that TGE makes a great engine on them but i think it would be cheaper to go PC to edit for your game.
And just so you know im all pro mac so its hard for me to say that but in reality its the best choice.
#3
the only hard part was figuring out which files needed to go in.
02/08/2003 (1:00 am)
i've got map2dif compiling & running maps. I could give dave the target & he could put it on cvs...the only hard part was figuring out which files needed to go in.
#4
02/08/2003 (7:13 am)
Thanks for the replies. That would be great if you could put a working Mac version into CVS! But until then I guess I'll have to use my PC *shudders*
#5
02/15/2003 (12:02 pm)
Just out of curiousity, what editor do you have working on the Mac - I've been cheating a bit and using my PC, but I'd rather use the Mac (better monitor)...
#7
Paul - dropped you an email. feel free to stuff something up project-wise, and I'll definitely take a look at getting it into CVS for the Mac folks around here!
d
02/15/2003 (8:02 pm)
Sky - that's pretty cool. as one of the lead people on the Mac, let me know how JQT progresses -- could be very useful to a number of teams I've talked to.Paul - dropped you an email. feel free to stuff something up project-wise, and I'll definitely take a look at getting it into CVS for the Mac folks around here!
d
#8
I really wish PB would let me copy build phases from one target to another.
I also think that I've got more in the map2dif project than needs to be in there. Gotta liberate a list of required files from the various vc projects.
I was able to seperate out the "Torque Support Libs" stuff into a few static libs. That cut down compile time a little. If the engine were more modular, more could be split off. But almost every file has 'evil' access violations & stuff, so that classes are so tightly bound that everything must be recompiled, fairly often. That and PB's dependancy checking sucks.
edit: havent had time to work on this, my own project is waay behind schedule as it is. I usually work on community oriented stuff on sundays, we'll see what I come up with.
If someone wants to take a crack at it, it wasnt hard as I recall, just a lot of clean builds, looking for missing functions.
02/18/2003 (7:01 pm)
Hmm, ok. I'll roll all the changes I can think of into a project builder file, modified from whats in the head now.I really wish PB would let me copy build phases from one target to another.
I also think that I've got more in the map2dif project than needs to be in there. Gotta liberate a list of required files from the various vc projects.
I was able to seperate out the "Torque Support Libs" stuff into a few static libs. That cut down compile time a little. If the engine were more modular, more could be split off. But almost every file has 'evil' access violations & stuff, so that classes are so tightly bound that everything must be recompiled, fairly often. That and PB's dependancy checking sucks.
edit: havent had time to work on this, my own project is waay behind schedule as it is. I usually work on community oriented stuff on sundays, we'll see what I come up with.
If someone wants to take a crack at it, it wasnt hard as I recall, just a lot of clean builds, looking for missing functions.
#9
07/27/2003 (11:11 pm)
What's the status on this? Shoot, get this working and Mac-only people could even use Quiver, if they needed to...
#10
I dont have cvs access though, so I dropped an email to daveChiat. I'm not sure that I have the right email addr though, so DaveChiat, if you see this I've got a new PB project cleaned & ready for cvs.
changes:
New target: map2dif
New targets: Libs, libpng, libzlib, libungif, libjpeg - split off the libs for slightly improved clean build times.
Added files: all the headers, scripts & new code that was added to cvs but not the pb project. The code addition adds some cool improved features from the community. The header and script additions allow better mass searching.
08/21/2003 (12:23 pm)
I've got that clean PB project file finished & ready for cvs. It builds map2dif and has a couple of other changes / additions that I think will help mac people.I dont have cvs access though, so I dropped an email to daveChiat. I'm not sure that I have the right email addr though, so DaveChiat, if you see this I've got a new PB project cleaned & ready for cvs.
changes:
New target: map2dif
New targets: Libs, libpng, libzlib, libungif, libjpeg - split off the libs for slightly improved clean build times.
Added files: all the headers, scripts & new code that was added to cvs but not the pb project. The code addition adds some cool improved features from the community. The header and script additions allow better mass searching.
#11
08/21/2003 (12:52 pm)
Clarification: Is it part of the TGE Project Builder file or is it in it's own file? (And, if it's not merged into CVS soon, I can host it on the web temporarily. Regardless, I'd like to get my hands on it. ;)
#12
Thanks for your hard work :)
08/21/2003 (1:08 pm)
Yep, if you're interested in having a few of us test the project before it's merged into CVS (never know, we might find some "bugs" ;)), feel free to either email it to me (check my profile for email address), or take up Scandalon on his offer to host it.Thanks for your hard work :)
#13
08/21/2003 (1:42 pm)
Also, in response to Sky's initial post, what .map editor are you using?
#14
08/21/2003 (2:31 pm)
Im using and old java .map editor (JQT). I just recompiled it for Mac OS X.
#15
08/21/2003 (9:18 pm)
Oh yea, it was already in this thread. Sorry. Anything crazy, or does it compile cleanly? (Not quite sure why I'm asking, as I'm DL'ing it now...)
#16
08/22/2003 (12:03 pm)
I think it compiled cleanly for me, but I did change some things (colour to color)
#17
Very interested in knowing about your "interior content pipeline" on the Mac :)
08/22/2003 (1:11 pm)
What about the conversion process ? do you edit the .map file by hand before running it through map2dif, or what ?Very interested in knowing about your "interior content pipeline" on the Mac :)
#18
08/23/2003 (8:04 pm)
Sky, did you compile just using commandline or create a projectbuilder AWT or...?
#19
08/23/2003 (10:46 pm)
I crated a Project Builder AWT.
#20
please pound on it, see if anything breaks.
Im not sure whether to upload this as a resource, or what. So, here's a temporary link to the goodie. If it works for y'all as it works for me, then I guess it should go in cvs.
share and enjoy
08/25/2003 (8:52 pm)
Ok, as advertised, here's the new project file. please pound on it, see if anything breaks.
Im not sure whether to upload this as a resource, or what. So, here's a temporary link to the goodie. If it works for y'all as it works for me, then I guess it should go in cvs.
share and enjoy
Torque Owner David Chait
I could look into it, but as I'm in the midst of helping Orbz out the door, AND moving myself, it'll be toward the end of the month before I find such 'free time'.
under OSX, you should be able to build a project that generates a cmdline executable that matches the PC version... of course, might need some mac-specific code changes...
d