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:
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!
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: 0I 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!
About the author
http://about.me/konrad.kiss
#2
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:

My console.log:
What should I do now? Do I need to register this resource in a script for it to be lit, maybe?
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:

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.
...
etcWhat 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
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.
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
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!
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
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!
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!
Torque Owner Mike Rowley
Mike Rowley
I haven't tried it yet, but that would be one way to get it exported.