How I can create a dif. file/interiors files
by Chevy Mac · in Marble Blast · 06/01/2004 (6:11 am) · 73 replies
How I can create a dif. file/interiors file when I finsh create a level?
About the author
#62
06/30/2004 (2:47 pm)
Interiors are silly.
#63
Author Topic: Mac question for Alex or anyone else who's mac savvy
Drake1009
Member Posted: Jun 22, 2004 12:00 PDT
Well my MBLevel installer is finally about done. Only thing which is giving problems now is that Solo is testing it. It works fine for him, but the addition of a mod manager to enable/disable mods seems to have caused a bit of confusion.
The program re-writes the main.cs file to include the name of the mod needed to be loaded. The problem is that when marble blast is next loaded it claims it can't find the main.cs file even though it's in the directory.
So far we've been able to get it to find the file again with a cp main.cs main.cs.
Before the copy a text edit of the file confirms that the newFloors mod we tested on is indeed listed as userMods along with marble. But when the game launches it doesn't seem to be loaded.
2 questions then.
1) what could we be doing wrong with the main.cs file? It should be the right directory. We had other trouble with the program not finding the right directory because it seems to exist multiple places. The program should do the editing the proper place.
2) Is there a difference in the way MArble Blast would load mods on a MAC compared to a Win machine which would explain why nothing happens when using the mod?
06/30/2004 (2:49 pm)
Game: Marble Blast and Marble Blast Gold >> Customer Support Author Topic: Mac question for Alex or anyone else who's mac savvy
Drake1009
Member Posted: Jun 22, 2004 12:00 PDT
Well my MBLevel installer is finally about done. Only thing which is giving problems now is that Solo is testing it. It works fine for him, but the addition of a mod manager to enable/disable mods seems to have caused a bit of confusion.
The program re-writes the main.cs file to include the name of the mod needed to be loaded. The problem is that when marble blast is next loaded it claims it can't find the main.cs file even though it's in the directory.
So far we've been able to get it to find the file again with a cp main.cs main.cs.
Before the copy a text edit of the file confirms that the newFloors mod we tested on is indeed listed as userMods along with marble. But when the game launches it doesn't seem to be loaded.
2 questions then.
1) what could we be doing wrong with the main.cs file? It should be the right directory. We had other trouble with the program not finding the right directory because it seems to exist multiple places. The program should do the editing the proper place.
2) Is there a difference in the way MArble Blast would load mods on a MAC compared to a Win machine which would explain why nothing happens when using the mod?
#64
06/30/2004 (2:50 pm)
This you type did not belong here.
#66
07/01/2004 (4:11 am)
Yes, butI am not Jackie Chan.
#67
09/16/2004 (7:02 am)
Listen I am not a good dif. creator. Can you help me to create a better dif. files like solo han's dif files
#68
09/16/2004 (7:05 am)
I mean I am not a good of creating dif. files. I need someone help me to create a better dif.
#69
12/15/2004 (11:09 am)
Is there a way to create a level in 3ds max, save it to 3ds format, import it into milkshape 3d and then export it as a dif?
#70
12/15/2004 (9:49 pm)
Wow, you might want to ask that question in another forum, although Alex might know.
#71
12/16/2004 (9:02 am)
Milkshape3D cannot export DIF, it does DTS. There are some plugins for max (max2map, Game Level Builder) that allow you to make map style geometry in max and export it, but you would still need to import it into Quark to texture it and export it in Valve220 format.
#72
01/01/2005 (3:56 pm)
Wow you guys are pretty smart i didnt understand like one word you said
Jackie Chan