Game Development Community

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

#1
04/23/2004 (10:06 am)
That isn't Valve 220 format...nor does it look like any of the Quake formats...maybe 3D Gamestudio format?

Make sure to set the option in Quark to export to the Valve220 format.
#2
04/23/2004 (11:11 am)
Thank you Matthew, can't believe I missed setting the format, but that was indeed the problem.

Lars