Game Development Community

Purple areas after export?

by Joshua Ayers · in Artist Corner · 10/04/2005 (1:01 pm) · 20 replies

Hi i've got a small problem with my maps that i export. they seem to have purple areas in between the brushes! not sure what's causing this...

home.comcast.net/~reptilezero/purple.jpg
i'm also using the lighting pack...am i supposed to create all of my lights in torque, or some in cart shop and some in torque? haven't seen any tutorials that go through the process of creating maps for use with the lighting pack, so any help is appreciated :) also, do i need to use worldspawn in my map? thanks!

#1
10/04/2005 (1:08 pm)
forums.sickheadgames.com/viewtopic.php?t=101 the answer is in the SickHeadGames forum.
#2
10/04/2005 (1:28 pm)
Hmmm...changing the size to 1024 does get rid of the purple, but it also pretty much gets rid of my outside light map....

lightscale set to 32
home.comcast.net/~reptilezero/lightscale32.jpg
lightscale set to 1024
home.comcast.net/~reptilezero/lightscale1024.jpg
really don't want to lose that light source :\ is this a problem with cartshop, the exporter, or torque itself?
#3
10/04/2005 (1:33 pm)
Argh. just saw the post right below mine. setting the lightmap border to 2 fixes the problem. thanks for the help!
#4
10/04/2005 (1:34 pm)
You might want to send your cartography shop file to Tom and see if he has an answer.

www.garagegames.com/my/home/view.profile.php?qid=11919 I don't know if he is going to IGC but if he is you may have to wait for an answer until he gets back.
#5
10/04/2005 (1:34 pm)
Oh thats good
#6
02/13/2006 (8:46 pm)
Can you guys explain to me what software you're using and how to make these changes?
#7
02/14/2006 (1:01 pm)
They're using Cartography Shop 4 with our Torque Pipeline exporter plugin. There is also a new version of Cshop called 3D World Studio which has it's own Torque exporter feature built in.
#8
03/01/2006 (6:34 am)
So... where do we set "lightmap border" to "2"? The link to the sickhead forum is broken...
#9
03/01/2006 (6:37 am)
Why does this problem only show up with certain vid cards/drivers?
#10
03/01/2006 (6:38 am)
I found an engine code setting (interior code and map2dif code) that appears to default to 10... why is "2" a "magic number"?
#11
03/01/2006 (9:15 am)
"So... where do we set "lightmap border" to "2"? The link to the sickhead forum is broken..."

In CShop Select Object|Torque|World Spawn

Place that entity anywhere in the map.

With the enitiy selected hit the letter 'p' on the keyboard to bring up the properties page.

lightmap_border is one of the Keys in that entity.
Select lightmap_border
Change the value to 2 and click add

Export as a dif and you are done...

Check the help file that installed with the Torque Pipeline for more information on the other variables and other entities. (Not the CShop help file)
#12
03/01/2006 (9:35 am)
Thanks...

Which version of MAP2DIF does the Pipeline use...? TGE 1.3? TGE 1.4? Map2DifPlus? Or some custom version...?
#13
03/01/2006 (5:06 pm)
@EddieRay - It's a custom version which i developed from the TSE version of map2dif. I think i also merged in a few fixed from the forums and early versions of 1.4.
#14
03/01/2006 (10:46 pm)
So the "lightmap_border" attribute is something you added to help deal with these lightmap problems? Both TGE 1.3 and TGE 1.4 map2dif (and TGE 1.4 Map2DifPlus) seem to have a hard-coded SG_LIGHTMAP_BORDER_SIZE set to 10... so I'm guessing the attribute allows this value to be changed without recompiling anything...?

Thanks,

Ed
#15
03/02/2006 (12:07 pm)
Yea... don't know why they hard coded it. TGE actually reads the value from the DIF, so i fixed it so that it can be set to whatever value you want. You can then look at the stats in the output to see how much lightmap space is wasted by it.
#16
03/03/2006 (9:58 am)
Well, I tried hard-coding a lightmap border of 2 into TGE 1.3 map2dif, recompiling some MAP files, and that doesn't solve the problem. I still see purple/green edges. Any other ideas?
#17
03/03/2006 (7:57 pm)
I'm not sure why you are using map2dif
If you are using the pipeline for CShop then you don't need to use map2dif.
Just put the Worldspawn entity into the map within cshop and export it as a dif.

If you need to use map2dif because of some other customization in your map that pipeline doesn't support, put the entity into the map within cshop, export as a torque .map file and use the map2dif_plus on it
#18
03/04/2006 (5:00 pm)
The problem isn't directly related to CShop or the Pipeline... but I'm seeing it with my game DIFs nonetheless.

I'm just trying to figure out why it's happening and fix it. I can't have random green/purple edges to most of the shadows all over my game... ;-)
#19
05/21/2006 (6:08 am)
I'm using TLK 1.4, CShop4 with the Pipeline.
i had the same problem but it works now...

thanks you guys. GG community rocks!!
#20
05/21/2006 (11:08 am)
FWIW - I had this problem after buying a new video card (EVGA GeForce-7800-GS) in the TGE demo level when using OpenGL settings.

Switching from nVidia to EVGA drivers (when the new revision came out) solved the problem.