Using GLB2, Quark, and Torque. Need help.
by Jimmy Sparks · in Torque Game Engine · 07/14/2004 (10:04 am) · 6 replies
I am building walls for a structure in Max 4 using Game Level Builder 2.22. I then load it into Quark to convert it to the format Quark uses(and apply a texture).
It exports fine from Quark, but what I see in Torque is not at all what I think I should. Some of the walls are missing, and in fact, as you can see in the 3rd image below, the arches are all funky. Like jigsawed or something.
I'm not sure where the problem lies. Maybe it's in the way I built it, all I did was duplicate the walls and arches on the bottom level to get 3 levels of walls and arches.
Or perhaps the problem is somehow with Quark. Anyone use GLB, Quark, and Torque?
It exports fine from Quark, but what I see in Torque is not at all what I think I should. Some of the walls are missing, and in fact, as you can see in the 3rd image below, the arches are all funky. Like jigsawed or something.
I'm not sure where the problem lies. Maybe it's in the way I built it, all I did was duplicate the walls and arches on the bottom level to get 3 levels of walls and arches.
Or perhaps the problem is somehow with Quark. Anyone use GLB, Quark, and Torque?
#2
07/14/2004 (10:45 am)
Thanks for the reply, the arches do indeed have a thickness to them. Like 16 units of thickness. or something like that. As far as the floating point thing, I had set it according to some web doc on garage games, said to put a check mark next to "Don't Write Floating Point Coords", which I have. Is that how it should be set?
#3
07/14/2004 (10:59 am)
No, it should be unchecked... you want floating-point output.
#4
07/14/2004 (11:04 am)
That web doc needs to be updated--left over from a couple years ago.
#5
07/14/2004 (12:18 pm)
Thanks. I just tried that, but map2dif.exe generated errors in windows. :( I'll try again though.
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