Map2dif doesnt like surfaces ?
by Tony Pottier · in Torque Game Engine · 06/07/2004 (6:49 am) · 8 replies
I'm making a church for my game with a lot of arches, like this one : ^
(the .map is there : xboxemul.free.fr/church6.zip)
Compile it, you have crash when creating surfaces. Now remove one or several archs and compile it again, it works correctly. How to pass through this problem ? I tryed adding LOD, but it doesnt work :(
(the .map is there : xboxemul.free.fr/church6.zip)Compile it, you have crash when creating surfaces. Now remove one or several archs and compile it again, it works correctly. How to pass through this problem ? I tryed adding LOD, but it doesnt work :(
About the author
#2
Odds are that either there are some brushes thatare too thin, or there's some odd fragmentation happening when map2dif processes the surfaces.
I'll check out the file and see if I can tell you anything better.
-Eric
06/07/2004 (8:02 am)
DIF interiors can have LOD, but I don't think this is the problem. Odds are that either there are some brushes thatare too thin, or there's some odd fragmentation happening when map2dif processes the surfaces.
I'll check out the file and see if I can tell you anything better.
-Eric
#3
Map2dif occasionally pukes on complex maps. That's why we're rewriting it as part of TSE.
06/07/2004 (8:09 am)
DIFs can certainly have LOD. It's one of their major features. :)Map2dif occasionally pukes on complex maps. That's why we're rewriting it as part of TSE.
#5
"Tony, I'm unable to download your .map"
I'm sorry this is an odd protection from my provider. Try xboxemul.free.fr/church6.zip instead.
Ben Garney :
Will this new map2dif be available for TGE license owners too ?
06/07/2004 (8:56 am)
Eric Forhan :"Tony, I'm unable to download your .map"
I'm sorry this is an odd protection from my provider. Try xboxemul.free.fr/church6.zip instead.
Ben Garney :
Will this new map2dif be available for TGE license owners too ?
#6
06/07/2004 (9:22 am)
The binary version will be. I don't know where the source will fall.
#7
You might also take those round columns on the lower half and make them detail, too. It saves about 200 polys.
So, I got a grand total of 2133 polys (one note: rather than try to retexture, I made it all the same texture and worked from there).
Once you have this, then you can play around with what needs to be a detail or not. This is probably not an optimized map solution.
Good luck!
-Eric F
Edited becuz I can't speel.
06/07/2004 (9:43 am)
Ok Tony, the easiest way to give this map to compile would be to highlight everything on the upper half (all arches, square columns, etc) and turn them into detail brushes. This is very easy in Quark (just make a detail brush and move the whole sha-bang over). I don't recall how easy in Hammer, as I haven't really used that in quite some time.You might also take those round columns on the lower half and make them detail, too. It saves about 200 polys.
So, I got a grand total of 2133 polys (one note: rather than try to retexture, I made it all the same texture and worked from there).
Once you have this, then you can play around with what needs to be a detail or not. This is probably not an optimized map solution.
Good luck!
-Eric F
Edited becuz I can't speel.
#8
I'll get you a screenshot ASAP :)
06/07/2004 (11:14 am)
Thanks Eric, it's working like a charm now. Whith Hammer, you just have to select the block, click on "to itentity" button then select "detail".I'll get you a screenshot ASAP :)
Torque Owner Stefan Lundmark
Are you sure this is not the problem with ShadowBSP?
How complex is your map? My download is disabled here so I can't look my self..