DIF Export problem
by Lars Boldt · in Torque Game Engine · 04/23/2004 (8:40 am) · 2 replies
// This map has been written by QuArK - Quake Army Knife, QuArK 6.4 alpha
// It is a map for the game Torque.
// For more information see QuArK's Home Page : http://www.planetquake.com/quark
// Entity 0
// worldspawn
{
"classname" "worldspawn"
"detail_number" "0"
"min_pixels" "250"
"geometry_scale" "32.0"
"light_geometry_scale" "32.0"
"ambient_color" "0 0 0"
"emergency_ambient_color" "0 0 0"
"mapversion" "220"
// Brush 0
// sample_group:g[1] -> regular_polys:g[1] -> poly:p[1]
{
( 32 -224 0 ) ( 32 -352 0 ) ( 160 -224 0 ) concrete -32 224 0 1 -1
( 32 -224 144 ) ( 32 -96 144 ) ( 160 -224 144 ) concrete -32 -224 0 1 1
( 32 -288 64 ) ( 32 -288 192 ) ( 160 -288 64 ) concrete -32 64 0 1 1
( 32 -272 64 ) ( 32 -272 192 ) ( -96 -272 64 ) concrete 32 64 0 -1 1
( -352 -224 64 ) ( -352 -224 192 ) ( -352 -352 64 ) concrete -224 64 0 -1 1
( 368 -224 64 ) ( 368 -224 192 ) ( 368 -96 64 ) concrete 224 64 0 1 1
}
...This is the first time i'm trying this out, I went through the tutorials and when trying to create a DIF file I get this error:
Successfully opened map file: ./maps/test.map Parsing mapfile...Error processing entity brushlist on or near line: ./maps/te st.map: 17Error parsing map file: ./maps/test.map
What am I doing wrong? I'm trying to export that house that came with Quark when you open a new Torque map.
Thanks
Lars
About the author
#2
Lars
04/23/2004 (11:11 am)
Thank you Matthew, can't believe I missed setting the format, but that was indeed the problem.Lars
Associate Matt Fairfax
PopCap
Make sure to set the option in Quark to export to the Valve220 format.