Making Interiors?
by Will Harrison · in General Discussion · 09/09/2004 (2:57 pm) · 89 replies
I'm trying to use milkshape to make interiors for torque...
I make some simple shapes in milkshape then I go export->Q3Radiant Map...
This makes a map file...
I drag and drop this file onto map2dif.exe...
then I get this error:
"Brushes cannot be associated with GameEntities."
....Does anyone know how to use Milkshape to make torque interiors?
I make some simple shapes in milkshape then I go export->Q3Radiant Map...
This makes a map file...
I drag and drop this file onto map2dif.exe...
then I get this error:
"Brushes cannot be associated with GameEntities."
....Does anyone know how to use Milkshape to make torque interiors?
#2
EDIT-
I found the problem was using materials. You have to have a texture map assigned to the surfaces or it wont export.
I ran the map through map2dif and it works, but when I load it torque says:
"Bad object box!"
I tried boxes and just simple faces, but nothing works.
Anyone know how to make this work?
09/09/2004 (8:23 pm)
Everytime I use the generic map option, it crashes (milkshape)EDIT-
I found the problem was using materials. You have to have a texture map assigned to the surfaces or it wont export.
I ran the map through map2dif and it works, but when I load it torque says:
"Bad object box!"
I tried boxes and just simple faces, but nothing works.
Anyone know how to make this work?
#3
I have tried to use milkshape before and could never get it to work, I now use a combo of gamespace and quark which though I dont like quark its much better then using other tools.
09/09/2004 (9:42 pm)
Will,I have tried to use milkshape before and could never get it to work, I now use a combo of gamespace and quark which though I dont like quark its much better then using other tools.
#4
It's working now in milkshape.... the problem had something to do with scale.
Everything seems to be working... except textures are not showing up properly (all stretched and smeared)
I made a simple room... but I'll see how it works with something more complex...
09/10/2004 (1:21 am)
Thanks,It's working now in milkshape.... the problem had something to do with scale.
Everything seems to be working... except textures are not showing up properly (all stretched and smeared)
I made a simple room... but I'll see how it works with something more complex...
#5
09/10/2004 (1:30 am)
Are ur textures in base 2? i.e 32, 64, 256, 512. Id not they will smear and repeat inside torque
#6
How to Make Artists Love You) Good read.
http://www.gamasutra.com/features/20040910/tavares_01.shtml
09/10/2004 (12:04 pm)
Just read a Gamasutra article by Gregg Tavares and this thread was just so spot on. (Effective 3D Exporter Design:How to Make Artists Love You) Good read.
http://www.gamasutra.com/features/20040910/tavares_01.shtml
#7
09/10/2004 (2:21 pm)
I was using the Tribes 2 Editor and I got an UE when I tried to place interiors. I am using the 25034 build... any patches, help, on site support?
#8
09/11/2004 (7:22 am)
These are the Torque forums, not the Tribes forums. :)
#9
@Will, I'm not a big fan of Quark, but this is something I've done and works...
1. Create your interior with Milkshape
2. Export it using the QuakeMD2 export option under files-->export
3. Then import that into Quark.
4. Add your textures resources to Quark.
5. Export the interior as a dif file for use with TGE.
What this allows you to do is import a functional object created using Milkshape into TGE with a minimal Quark involvement.
You may have to play around with the different MAP exporters in Milkshape to find one that Quark likes, depending on your version of Quark.
This isn't necessarily the BEST way to do things, but it's a functional work-around.
Hope this helps...
09/11/2004 (9:01 am)
DANG! I'm in the right place :0@Will, I'm not a big fan of Quark, but this is something I've done and works...
1. Create your interior with Milkshape
2. Export it using the QuakeMD2 export option under files-->export
3. Then import that into Quark.
4. Add your textures resources to Quark.
5. Export the interior as a dif file for use with TGE.
What this allows you to do is import a functional object created using Milkshape into TGE with a minimal Quark involvement.
You may have to play around with the different MAP exporters in Milkshape to find one that Quark likes, depending on your version of Quark.
This isn't necessarily the BEST way to do things, but it's a functional work-around.
Hope this helps...
#10
hehe, I prefer *no* Quark involvement at all...
I'm just using the generic map option in milkshape exclusively right now, and it's working quite well, surprisingly.
Apparently, I can even add lights to my map too.
@ Tom: thanks for the article :)
O/T:
Is there a solid map making editor out there that I can buy?
09/11/2004 (1:37 pm)
Hmm md2, never used that before... something to remember.Quote:What this allows you to do is import a functional object created using Milkshape into TGE with a minimal Quark involvement.
hehe, I prefer *no* Quark involvement at all...
I'm just using the generic map option in milkshape exclusively right now, and it's working quite well, surprisingly.
Apparently, I can even add lights to my map too.
@ Tom: thanks for the article :)
O/T:
Is there a solid map making editor out there that I can buy?
#11
You'll still have to use map2dif to build it into a BSP, however. And if memory serves, the .map file will have to be in the Valve 220 format. Again, not sure if Cartography Shop works well or not.
-Jase
09/12/2004 (5:23 am)
I've been looking into Cartography Shop lately. However, I'm not really sure how well it will work with Torque, or what the advantages to using it over Quark are(other than cleaner GUI, and splines to create walls). I haven't really gotten around to really playing with it. You'll still have to use map2dif to build it into a BSP, however. And if memory serves, the .map file will have to be in the Valve 220 format. Again, not sure if Cartography Shop works well or not.
-Jase
#12
09/14/2004 (3:57 pm)
Does anyone know of a free program that would let me change .x files into .obj ???
#13
-Jase
09/15/2004 (4:03 pm)
@Nick: Wrong thread to post that in, and don't post multiple messages in different threads. Create one thread, ask your Q, and wait for an answer.-Jase
#14
And, yeah, maybe create a new thread next time. :)
09/16/2004 (1:05 am)
Nick, why not use Milkshape? Import your .x file and export out to .obj... I've never done it, but I dont foresee any problems doing that.And, yeah, maybe create a new thread next time. :)
#15
09/16/2004 (1:06 am)
Oh, and thanks Jase... I'll check that Cartography out.
#16
09/27/2004 (6:07 pm)
Good article, and something thats lacking in a lot of exporters for affordable engines.
#17
Tried the demo but the save functions are disabled. How well would it work with Torque?
09/28/2004 (8:10 am)
Anyone have experience with Cartography Shop?Tried the demo but the save functions are disabled. How well would it work with Torque?
#18
With John Kabus' csm2dif utility it should work well for Torque, but I admit, I didn't go all the way in the creation pipeline (though I should have).
For the moment I'd rather stick with Deled which is free and there are people (cough) developing a Torque Map Exporter for it, so watch this thread.
09/28/2004 (8:32 am)
Yes, I own CShop, and it's a nice program. It lacks this and that but it has a very intuitive UI and concept.With John Kabus' csm2dif utility it should work well for Torque, but I admit, I didn't go all the way in the creation pipeline (though I should have).
For the moment I'd rather stick with Deled which is free and there are people (cough) developing a Torque Map Exporter for it, so watch this thread.
#19
09/28/2004 (10:16 am)
Great... looks like he's got it mostly working already too (the exporter)... I'll keep an eye out for that.
#20
Also, the .dif exporters that are out there are constantly getting updated. So, from time to time you may want to go back and update them.
09/28/2004 (2:11 pm)
There is currently .dif exporters for Gamespace 1.5 ,Truespace, 3ds max, Cartography shop, and Quark. I have heard that .dif exporters are in the works for Milkshape, Blender and Deled. Haven't had the chance to see if they are done or not. Catrography Shop... last I heard he was in the process of making a new version with full Torque support. You will have to go to his forum to get an update. Currently we have been using Quark and Gamespace 1.5 for most of our .dif's. The ones that I am keeping my eye on are Catrography shop and Deled. I think Deled can have the most potential if they listen to the Torque community. My co-worker uses cshop and quark, showed him Deled and he really likes it. Deled is a nice program and it could be the "Milkshape" of level editors. Just have to read through the forums to see what is being done. Also, the .dif exporters that are out there are constantly getting updated. So, from time to time you may want to go back and update them.
Torque Owner Nicolas Quijano
Caveat : I'm not a mapper or modeller, and haven't extensively tested the process, but it did work fine for the simple shapes I did