Quark texture error:
by Chris · in Artist Corner · 05/24/2003 (11:14 pm) · 6 replies
ok, when i "convert to torque" in quark, it brings up the console, and starts conversion, but it imediately gives me this error:
=======================================================
c:\dev\torque_head\torque\engine\interiorres.cc @197
--------------------------------------------------------
interior::write: non-write capable stream passed
========================================================
the console then displays:
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C:\Torque4Quark\tmpQuArK> "C:\Torque4Quark\tmpQuark\map2dif_DEBUG.exe" -l -t to
rque\data\textures -o torque\data\interiors ./maps/newmap.map
Successfully opened map file: ./maps/newmap.map
Parsing mapfile...done.
Creating BSP...done.
Marking active zones...done
Creating surfaces...done.
Lightmaps: Normal...Alarm...done.
Resorting and Packing LightMaps...done.
STATISTICS
- Total brushes: 15
+ structural: 15
+ detail: 0
+ portal: 0
- Number of zones: 1
- Number of surfaces: 71
Exporting to runtime...done.
Writing Resource: persist..(torque/data/interiors/newmap.dif)
!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!
Build failed, because it did not create the (+DIF) file: C:\Torque4Quark\tmpQuAr
K\.\maps\newmap.DIF
--------------------------------------------------------
i cant get farther than this for anything... ideas or hints would be awesome thanks
=======================================================
c:\dev\torque_head\torque\engine\interiorres.cc @197
--------------------------------------------------------
interior::write: non-write capable stream passed
========================================================
the console then displays:
-------------------------------------------------------
C:\Torque4Quark\tmpQuArK> "C:\Torque4Quark\tmpQuark\map2dif_DEBUG.exe" -l -t to
rque\data\textures -o torque\data\interiors ./maps/newmap.map
Successfully opened map file: ./maps/newmap.map
Parsing mapfile...done.
Creating BSP...done.
Marking active zones...done
Creating surfaces...done.
Lightmaps: Normal...Alarm...done.
Resorting and Packing LightMaps...done.
STATISTICS
- Total brushes: 15
+ structural: 15
+ detail: 0
+ portal: 0
- Number of zones: 1
- Number of surfaces: 71
Exporting to runtime...done.
Writing Resource: persist..(torque/data/interiors/newmap.dif)
!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!
Build failed, because it did not create the (+DIF) file: C:\Torque4Quark\tmpQuAr
K\.\maps\newmap.DIF
--------------------------------------------------------
i cant get farther than this for anything... ideas or hints would be awesome thanks
About the author
#2
but now ive com across something else, it givs no errors, but the map wont compile.... heres the read out from tha console:
C:\Torque4Quark\tmpQuArK> "C:\Torque4Quark\tmpQuark\map2dif_DEBUG.exe" -l -t to
rque\data\textures -o torque\data\interiors ./maps/kobold.map
Successfully opened map file: ./maps/kobold.map
Parsing mapfile...done.
Creating BSP...done.
Marking active zones...done
Creating surfaces...done.
Lightmaps: Normal...Alarm...done.
Resorting and Packing LightMaps...done.
STATISTICS
- Total brushes: 84
+ structural: 84
+ detail: 0
+ portal: 0
- Number of zones: 2
- Number of surfaces: 18
Exporting to runtime...done.
Writing Resource: persist..(torque/data/interiors/kobold.dif) Done.
!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!
Build failed, because it did not create the (+DIF) file: C:\Torque4Quark\tmpQuAr
K\.\maps\kobold.DIF
05/25/2003 (9:41 am)
thanks mat. ive got it set up exaxtly like that... turns out i had a bad copy of map2dif debug....but now ive com across something else, it givs no errors, but the map wont compile.... heres the read out from tha console:
C:\Torque4Quark\tmpQuArK> "C:\Torque4Quark\tmpQuark\map2dif_DEBUG.exe" -l -t to
rque\data\textures -o torque\data\interiors ./maps/kobold.map
Successfully opened map file: ./maps/kobold.map
Parsing mapfile...done.
Creating BSP...done.
Marking active zones...done
Creating surfaces...done.
Lightmaps: Normal...Alarm...done.
Resorting and Packing LightMaps...done.
STATISTICS
- Total brushes: 84
+ structural: 84
+ detail: 0
+ portal: 0
- Number of zones: 2
- Number of surfaces: 18
Exporting to runtime...done.
Writing Resource: persist..(torque/data/interiors/kobold.dif) Done.
!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!!-!
Build failed, because it did not create the (+DIF) file: C:\Torque4Quark\tmpQuAr
K\.\maps\kobold.DIF
#3
Also go to Your MAP/Options and make sure the bottm 2 check boxes are (for the regular map2dif)
Don't right floating point #'s : Checked
Use integral vertices as 3 points : Unchecked.
Now if your using Marble Blast MAP2DIF They would be checked off oppisite of above. (MY LINK MIGHT NOT WORK SEARCH THE FORUMS FOR THE GG LINK)
I would reccomend using the Marble blast Map2dif because you will get better results when your geometry has floating point numbers (IT always does)And it makes real difference it the quality plus its 10x faster when exporting.
Matt
05/25/2003 (11:35 am)
Thats still a setup problem. Make sure in your Quark setup for Torque you have "OUTPUT MAP TYPE" set to valve 220. By default Quark 6.3 is not set to that setting. Could be other things also but make thats right first.Also go to Your MAP/Options and make sure the bottm 2 check boxes are (for the regular map2dif)
Don't right floating point #'s : Checked
Use integral vertices as 3 points : Unchecked.
Now if your using Marble Blast MAP2DIF They would be checked off oppisite of above. (MY LINK MIGHT NOT WORK SEARCH THE FORUMS FOR THE GG LINK)
I would reccomend using the Marble blast Map2dif because you will get better results when your geometry has floating point numbers (IT always does)And it makes real difference it the quality plus its 10x faster when exporting.
Matt
#4
i finally got a dif compiled, and i put it in the interiors folder, but when i go in to torque, and try to add it, it gives me a error that says:
===================================================
= you do not have the correct version of the =
= torque game engine or the related art to needed =
= to connect to this server, please contact the =
= server operator to obtain the latest version of =
= this game. (invalid packet.) =
= =
= (( ok )) =
===================================================\
any other words of wisdom?
05/25/2003 (11:49 am)
lol, i had it set for the wrong drive letter... thanks alot for the help so far mat... ok, another question.i finally got a dif compiled, and i put it in the interiors folder, but when i go in to torque, and try to add it, it gives me a error that says:
===================================================
= you do not have the correct version of the =
= torque game engine or the related art to needed =
= to connect to this server, please contact the =
= server operator to obtain the latest version of =
= this game. (invalid packet.) =
= =
= (( ok )) =
===================================================\
any other words of wisdom?
#5
Matt
05/25/2003 (6:53 pm)
You need to add the textures to the same folder under Torque that you added the dif to. The textures and dif need to be together.Matt
#6
06/03/2003 (5:10 pm)
THANKS MAT ! i finally got it all up and running...
Torque Owner Matthew Jones
Then make sure when you first open Quark go into "EDIT/CONFIGURATION". Look on the list on the left side and open the "Torque" panel. Make sure to set you paths in there.
If you need help setting that up I have a setup tutorial on my website.
SETUP TUT..
It should help get you going. You might have to skim through it to get the info you want.
Hope that helps
Matt