Game Development Community

Severe limitations of map2dif.exe?

by Tom Baldry · in Torque Game Engine · 11/08/2003 (3:26 pm) · 5 replies

I've been messing around doing some tests with different architecture and I have found some real glaring limitations to map2dif.exe.

For example I made an arch out of brushes whose faces were all axially aligned save one, the face defining the curve of the arch, all verts were snapped to grid and the smallest level I went to was to edit per 1 quake unit (to achieve the look I was after)

Amongst other errors, this is what I found:

server2.uploadit.org/files/081103-limitations.jpg

I've tried making the brushes detail in the hope that because their faces would not be split along but just saved in to a node it would fix it but to no avail.

Has anyone else found this to be a problem when they were making maps for torque? I am interested to see if anyone has found a work around or can tell me exactly what it's happening =)

Cheers, Tom.

#1
11/08/2003 (4:40 pm)
You may want to use vertex manipulation and move all the points to a grid line..
as you can see your points are not aligning to a grid.. so the computer adjusts them for you to fit on a grid line.. its not the programs fault.. its how its coded.. :)it doesnt do .000 numbers so if you have it on grid line 2.12 it will move it for computations sake.. :)
hence your shape gets all screwy.. so just go into vertex manipulation mode and move the brush points onto a grid.. :)
dont know about quark tho so dont know if it has that.. I only use hammer
#2
11/08/2003 (5:07 pm)
Tom; you're wrong =) The grid you see there was set to display every 8 units, as I said every vert was alligned to the grid, and the smallest incremement allowed is 1 unit and that's the smallest I went to.

server2.uploadit.org/files/091103-verts.jpg
#3
11/09/2003 (9:41 am)
You might want to try a rescent version Map2Dif. These problems have been solved. They merged the marbleblast code changes into the rescent map to dif.
Also I am not sure if your using quark or not but if you are you need to go into your configuration screen, (At startup it under edit/config.... in torque mode its under options configuration) Then on your left go to MAP / Options and make sure the radio button that says "Don't write floating point coordinates" is unchecked. If it is checked the problem is the MAP exporter in quark is rounding out your numbers and giving the wrong coordnates to the MAP2DIF.

I assume since you are in the private sdk section that you can get a head version and compile your own map2dif but if not ask and I'll post one for download.

Matt
#4
11/09/2003 (10:17 am)
Cheers Matt.

My issue was that I was using a debug version of map2dif, I've got a release version working now and all is good thankfully, I was pulling my hair out!

I'm using Radiant to edit with, I've written my own entities.def and once it's commented I will release it to anyone else who wishes to use radiant for torque =)

Things are fixed now though cheers.
#5
11/10/2003 (5:06 am)
Tom,
If you use Radiant to create anything for a commercial game then you will owe id Software $5000 when you release the game. Just thought you should know.