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Tim Aste's CP2 interior .difs into TGEA

by Konrad Kiss · in Game Design and Creative Issues · 03/31/2008 (3:59 pm) · 6 replies

Hi. I just got Tim Aste's Combo Pack 2 which is a really amazing collection! However, I wanted to use his interiors in TGEA 1.7.0 Beta 2. He has included .map files of each object along with the textures, so I should have no problem converting these to TGEA difs (with an Apr 2, 2007 build of map2dif_plus_tse.exe).

It doesn't work. My console log is as follows:

//-------------------------- 4/1/2008 -- 00:35:06 -----
Math Init:
   Installing Standard C extensions
   Installing Assembly extensions
 
Initializing platform...
Input Init:
   keyboard0 input device created.
   mouse0 input device created.
   DirectInput enabled.

Creating GFXDevice...
Done
Loading C:\Torque\TACP2TGEA\Source Art\Interiors\Buildings\BuildingA\bda_0.map
Initial texture search path is set to "C:/Torque/TACP2TGEA/conversion/tex/"

InteriorMapResource::parseEntity() unknown entity unknown with brushes
InteriorMapResource::parseEntity() unknown entity unknown with brushes
InteriorMapResource::parseEntity() unknown entity unknown with brushes
...
Successfully opened map file: C:/Torque/TACP2TGEA/Source Art/Interiors/Buildings/BuildingA/bda_0.map
   Loading textures:

  STATISTICS
   - Total brushes:      0
     + structural:       0
     + detail:           0
     + portal:           0
   - Number of zones:    1
   - Number of surfaces: 0

InteriorMapResource::parseEntity() unknown entity unknown with brushes
InteriorMapResource::parseEntity() unknown entity unknown with brushes
InteriorMapResource::parseEntity() unknown entity unknown with brushes
...
Successfully opened map file: C:/Torque/TACP2TGEA/Source Art/Interiors/Buildings/BuildingA/bda_1.map
   Loading textures:

  STATISTICS
   - Total brushes:      0
     + structural:       0
     + detail:           0
     + portal:           0
   - Number of zones:    1
   - Number of surfaces: 0

InteriorMapResource::parseEntity() unknown entity unknown with brushes
InteriorMapResource::parseEntity() unknown entity unknown with brushes
InteriorMapResource::parseEntity() unknown entity unknown with brushes
...
Successfully opened map file: C:/Torque/TACP2TGEA/Source Art/Interiors/Buildings/BuildingA/bda_2.map
   Loading textures:

  STATISTICS
   - Total brushes:      0
     + structural:       0
     + detail:           0
     + portal:           0
   - Number of zones:    1
   - Number of surfaces: 0

InteriorMapResource::parseEntity() unknown entity unknown with brushes
Successfully opened map file: C:/Torque/TACP2TGEA/Source Art/Interiors/Buildings/BuildingA/bda_3.map
   Loading textures:

  STATISTICS
   - Total brushes:      0
     + structural:       0
     + detail:           0
     + portal:           0
   - Number of zones:    1
   - Number of surfaces: 0

I found that the InteriorMapResource::parseEntity() unknown entity unknown with brushes messages are triggered in engine/interior/interiorMapRes.cpp line 571 (TGEA 1.0.3) because the entity classnames are "unknown".

What classname should I define for these interiors and how? Does this entity classname only exist in the TGEA version of map2dif? I am not familiar with the .map format - except for what is evident by looking at a .map file's source (groups, coords, textures). Can't see entity classname definitions anywhere (well, I guess that doesn't surprise me, with the message and all...).

What am I doing wrong? Is there a way for me to get these interiors into TGEA at all?

Any help would be much appreciated!

#1
03/31/2008 (4:47 pm)
Have you opened the .map files in constructor and exported from there?
I haven't tried it yet, but that would be one way to get it exported.
#2
03/31/2008 (4:56 pm)
Yes, I did, and none of the export methods worked. But I made some progress...

I checked the specs of the map format, and learned that I had to define a classname property with the value worldspawn in the header - where min_pixels and detail_number are specified. A worldspawn is anything but a detail, a collision, a portal, trigger.

After this, TGEA did not freeze anymore when I tried to place the interior, but did this:

www.xenocell.com/dev/tacp2tgea-1.jpg
My console.log:

//-------------------------- 4/1/2008 -- 01:34:25 -----
Math Init:
   Installing Standard C extensions
   Installing Assembly extensions
 
Initializing platform...
Input Init:
   keyboard0 input device created.
   mouse0 input device created.
   DirectInput enabled.

Creating GFXDevice...
Done
Loading C:\Torque\TACP2TGEA\Source Art\Interiors\Buildings\BuildingA\bda_0.map
Initial texture search path is set to "C:/Torque/TACP2TGEA/conversion/tex/"

There are bad faces on this brush. This is most likely caused by a flat or non-volumetric brush.
There are bad faces on this brush. This is most likely caused by a flat or non-volumetric brush.
There are bad faces on this brush. This is most likely caused by a flat or non-volumetric brush.
...
Successfully opened map file: C:/Torque/TACP2TGEA/Source Art/Interiors/Buildings/BuildingA/bda_0.map
   Loading textures:
      Loaded texture CONCRET3
      Loaded texture RTBRICB_DK
      Loaded texture CONCRETE4A
      Loaded texture RTBRICB_DKTR
      Loaded texture CRETE32B
      Loaded texture CRETE41
      Loaded texture RTBRICB_DKPIE
      Loaded texture RTBRICB_TRIMMLE
      Loaded texture B_03
      Loaded texture CRUSTDOOR2
      Loaded texture ALG-BRICK
      Loaded texture METWALL02A
   Error: Brush 467 - There are bad faces on this brush. This is most likely caused by a flat or non-volumetric brush.
   Error: Brush 471 - There are bad faces on this brush. This is most likely caused by a flat or non-volumetric brush.
   Error: Brush 476 - There are bad faces on this brush. This is most likely caused by a flat or non-volumetric brush.
...
etc

What should I do now? Do I need to register this resource in a script for it to be lit, maybe?
#3
03/31/2008 (4:57 pm)
Did you relight the scene after placing the building?
#4
03/31/2008 (5:02 pm)
Allright, to be fair, I do not know how to use Constructor, I do not have an artist's experience at 3D. I did not seem to be able to make any difference to what I was already having regarding the map. I also didn't know how to preserve LOD while also preserving the correct LOD#.

I felt I was being distracted, so got back to map2dif_plus_tse.exe instead. So I can't really say these methods didn't work, sorry about that - I'm sure it's a great tool in apt hands.
#5
03/31/2008 (5:06 pm)
@Stephen:

No, I didn't.
Seems like I messed up something quite obvious, I am still new to TGEA - and short on sleep.

Thanks!

Now everything is working as it should!
#6
03/31/2008 (5:38 pm)
Great to hear you got it working--and honestly, you did really well on your own for someone being new to Torque ;)

Not only did you realize that they probably need to be re-exported, but you tried both the command line and Constructor paths, as well as researched entity naming via source code--that's pretty impressive. Missing a re-light at the end of a long day is nothing--you should see some of the crazy stuff I've missed occasionally!