Pipeline 1.1 Beta Released
by Tom Spilman · in Artist Corner · 06/07/2005 (12:13 pm) · 27 replies
The new beta version of Torque Pipeline for Cartography Shop is now available. The changelog:
- You can now import Valve220 maps.
- Added support for TGE mirror surface entities.
- Completely disabled Torque memory manager to vastly reduce plugin memory usage on large maps.
- Smart texture copy overwrite prompt now asks yes/no and not ok/cancel.
- Fixed bug in orphaned polygon detection.
- Inside/outside lightmap scale options work properly in TGE.
- Added lightmap export statistics to output.
- The FAQ has some new entries on ambiguous brushes and planes.
- Brushes within invisible vis groups are no longer exported.
- Fixed bug disabling collision on individual detail brushes.
- Non-power of two textures are now detected and causes an error on export.
- Enabled all debug checks in release build for better error reporting.
- Clarified a few confusing error messages.
- Fixed a few memory leaks on failed exports.
- We added support for John Kabus' lightmap borders fix via a new worldspawn property.
- Exporter version number is added into .map files.
Check out the posting in our forums for the download link.
- You can now import Valve220 maps.
- Added support for TGE mirror surface entities.
- Completely disabled Torque memory manager to vastly reduce plugin memory usage on large maps.
- Smart texture copy overwrite prompt now asks yes/no and not ok/cancel.
- Fixed bug in orphaned polygon detection.
- Inside/outside lightmap scale options work properly in TGE.
- Added lightmap export statistics to output.
- The FAQ has some new entries on ambiguous brushes and planes.
- Brushes within invisible vis groups are no longer exported.
- Fixed bug disabling collision on individual detail brushes.
- Non-power of two textures are now detected and causes an error on export.
- Enabled all debug checks in release build for better error reporting.
- Clarified a few confusing error messages.
- Fixed a few memory leaks on failed exports.
- We added support for John Kabus' lightmap borders fix via a new worldspawn property.
- Exporter version number is added into .map files.
Check out the posting in our forums for the download link.
About the author
Tom is a programmer and co-owner of Sickhead Games, LLC.
#2
06/07/2005 (2:28 pm)
It's won't effect your registration at all. Just install the beta over the top of your 1.0 install and you'll still be registered as normal. If you have trouble with the beta you can always uninstall it and reinstall the 1.0 release which is still available from the main pipeline page.
#3
Thanks for this update. I'm working on other games right now that don't use torque so I can't test it like I would, but I did test the importer and it's working really good ! I tryed a couples of my old big .map with much details (lot of round things like (q)buark or (h)mammer don't like, hehe). It took some times, but it worked ! Impressive like always !
Gilles Jr.
06/07/2005 (3:35 pm)
@Tom ,Thanks for this update. I'm working on other games right now that don't use torque so I can't test it like I would, but I did test the importer and it's working really good ! I tryed a couples of my old big .map with much details (lot of round things like (q)buark or (h)mammer don't like, hehe). It took some times, but it worked ! Impressive like always !
Gilles Jr.
#4
06/07/2005 (4:04 pm)
The long load time is actually from Cartshop itself. It seems that when the textures don't exist it goes into some search mode trying to find them which takes a crapload of time.
#6
06/08/2005 (12:28 pm)
FYI. Jim Bodkikns reported a bug in importing point entities (lights, targets, mirror surface entities, etc) from map files. I forgot to swap the Y and Z axis on import (since .map is Z up and Cartshop is Y up). This has been fixed and will be in the next release.
#7
06/09/2005 (6:49 pm)
FYI. Mark Lee Smith alerted me to a bug importing maps from Tim Aste's latest pack. The issue was that those maps did not have a worldspawn classname on the worldspawn entity. I've fixed it so that the first entity will be considered the worldspawn if it doesn't have a classname defined. For now just copy and paste the worldspawn properties from another map to get it to import.
#8
Can you give me a bit more instruction on Jims "FIX" as I cannot seem to do it, and cannot seem to load any of the interiors from Tim's pack!
06/09/2005 (7:24 pm)
This is wonderful news!!Can you give me a bit more instruction on Jims "FIX" as I cannot seem to do it, and cannot seem to load any of the interiors from Tim's pack!
#9
... to this....
Just adding that one line is enough to get it to import. You may want to delete the worldspawn entity once the map is loaded and add the one from the Torque menu so that you have all the other properties to edit.
Note you'll still have issues with lights being in the wrong location. That you have to fix yourself for now. The 1.1 gold release will fix it.
06/09/2005 (7:43 pm)
Sure. You just have to add the classname to the worldspawn entity. Open the .map file in a text editor and change the top of the file from this:{
{
( 0 48 96 ) ( 64 48 96 ) ( 64 0 96 ) MASK [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 0 0 0 ) ( 64 0 0 ) ( 64 48 0 ) MASK [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 0 48 96 ) ( 0 0 96 ) ( 0 0 0 ) MASK [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
...etc....... to this....
{
"classname" "worldspawn"
{
( 0 48 96 ) ( 64 48 96 ) ( 64 0 96 ) MASK [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 0 0 0 ) ( 64 0 0 ) ( 64 48 0 ) MASK [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( 0 48 96 ) ( 0 0 96 ) ( 0 0 0 ) MASK [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1Just adding that one line is enough to get it to import. You may want to delete the worldspawn entity once the map is loaded and add the one from the Torque menu so that you have all the other properties to edit.
Note you'll still have issues with lights being in the wrong location. That you have to fix yourself for now. The 1.1 gold release will fix it.
#10
I just tried out the newest release but I only have 1 issue. I am getting pink blotches in my maps. So I tried to export a map that had no issues in the last release. this time they have pink blotches on them.
Did something happen between releases? Or is this the same issue with the green earlier?
edit: images never work for me, I can send you the screenshot if you have time!!
06/09/2005 (9:51 pm)
@Tom,I just tried out the newest release but I only have 1 issue. I am getting pink blotches in my maps. So I tried to export a map that had no issues in the last release. this time they have pink blotches on them.
Did something happen between releases? Or is this the same issue with the green earlier?
edit: images never work for me, I can send you the screenshot if you have time!!
#11
06/09/2005 (9:54 pm)
Yea... send them to tom at sickheadgames dot com. I'll post them here for everyone else to see as well.
#12
06/09/2005 (10:01 pm)
In the mail
#13


I'm not sure why it worked for you before and not now. These are the things to check. First what is your outside lightmap scale set to in the worldspawn entity? If you don't have one it is set to 32... you could move it up to 16 and i bet you'll see an improvement if it isn't fixed outright. Next if your using TGE 1.3 or higher you can set the lightmap border size in the worldspawn from 0 to 2 or 3. This will add a little border around the lightmaps generated which helps fix these little filtering issues.
Let me know if either of these works for you.
06/09/2005 (10:07 pm)
The two screens Fail sent me:

I'm not sure why it worked for you before and not now. These are the things to check. First what is your outside lightmap scale set to in the worldspawn entity? If you don't have one it is set to 32... you could move it up to 16 and i bet you'll see an improvement if it isn't fixed outright. Next if your using TGE 1.3 or higher you can set the lightmap border size in the worldspawn from 0 to 2 or 3. This will add a little border around the lightmaps generated which helps fix these little filtering issues.
Let me know if either of these works for you.
#14
06/09/2005 (10:12 pm)
OK thanks for the info, I'll try and repost my results
#15
06/09/2005 (10:18 pm)
I set the outside lightmap scale to 16, it was set at 32 and that fixed it. Not to sound to dumb at this, but what is outside light scale and why did 16 work? Is there some docs you can point me to?
#16
06/09/2005 (11:05 pm)
Go to the Start menu then the Torque Pipeline folder. You should see the link for the help file. Everything is in there.
#17
06/09/2005 (11:37 pm)
Thanks again
#18
Thanks
06/24/2005 (10:48 am)
Hi, I'm gettting the error "Plugin falied." when I try to import .map files. I checked for the worldspawn classname, and it was there. Do you have any suggestions?Thanks
#19
If you can post the first 20 lines or so from the .map file... that should help me diagnose the issue better.
06/24/2005 (10:53 am)
@Amanda - Yea i need to clear up the errors on the importer. The "plugin failed" is a generic Cartshop error when the plugin doesn't return any results. Your map might be one with the Quake2/3 style face formats which the 1.1 beta 1 version of the importer didn't support. I will be releasing a 1.1 beta 2 in the next few days with an improved importer that can deal with those as well as reporting import errors a bit better.If you can post the first 20 lines or so from the .map file... that should help me diagnose the issue better.
#20
"classname" "worldspawn"
// brush 0
{
( -32 0 -8 ) ( -24 0 -8 ) ( -24 16 -8 ) TXMnulltexture 0 1 -180 0.125000 -0.125000 0 0 0
( -32 16 120 ) ( -24 16 120 ) ( -24 0 120 ) TXMnulltexture 0 1 -180 0.125000 -0.125000 0 0 0
( -24 24 104 ) ( -32 24 104 ) ( -32 24 -8 ) TXMnulltexture 63 0 -180 0.125000 -0.125000 0 0 0
( -32 8 -4 ) ( -32 8 100 ) ( -32 0 104 ) TXMnulltexture 0 0 -180 0.125000 -0.125000 0 0 0
( -24 0 8 ) ( -32 0 8 ) ( -32 0 120 ) TXMnulltexture 63 0 -180 0.125000 -0.125000 0 0 0
( -24 16 108 ) ( -24 16 4 ) ( -24 8 8 ) TXMnulltexture 0 0 -180 0.125000 -0.125000 0 0 0
}
// brush 1
{
( 32 16 116 ) ( 32 16 108 ) ( 32 8 112 ) TXMnulltexture 0 0 -180 0.125000 -0.125000 0 0 0
( -24 0 112 ) ( -24 0 120 ) ( 32 0 120 ) TXMnulltexture 63 0 -180 0.125000 -0.125000 0 0 0
( -24 16 108 ) ( -24 16 116 ) ( -24 8 120 ) TXMnulltexture 0 0 -180 0.125000 -0.125000 0 0 0
( -24 24 112 ) ( 32 24 112 ) ( 32 24 120 ) TXMnulltexture 63 0 -180 0.125000 -0.125000 0 0 0
( -24 16 120 ) ( 32 16 120 ) ( 32 0 120 ) TXMnulltexture 0 1 -180 0.125000 -0.125000 0 0 0
( 32 24 112 ) ( -24 24 112 ) ( -24 8 112 ) TXMnulltexture 0 1 -180 0.125000 -0.125000 0 0 0
}
06/24/2005 (11:02 am)
Hey thanks for the quick response! Hope this helps."classname" "worldspawn"
// brush 0
{
( -32 0 -8 ) ( -24 0 -8 ) ( -24 16 -8 ) TXMnulltexture 0 1 -180 0.125000 -0.125000 0 0 0
( -32 16 120 ) ( -24 16 120 ) ( -24 0 120 ) TXMnulltexture 0 1 -180 0.125000 -0.125000 0 0 0
( -24 24 104 ) ( -32 24 104 ) ( -32 24 -8 ) TXMnulltexture 63 0 -180 0.125000 -0.125000 0 0 0
( -32 8 -4 ) ( -32 8 100 ) ( -32 0 104 ) TXMnulltexture 0 0 -180 0.125000 -0.125000 0 0 0
( -24 0 8 ) ( -32 0 8 ) ( -32 0 120 ) TXMnulltexture 63 0 -180 0.125000 -0.125000 0 0 0
( -24 16 108 ) ( -24 16 4 ) ( -24 8 8 ) TXMnulltexture 0 0 -180 0.125000 -0.125000 0 0 0
}
// brush 1
{
( 32 16 116 ) ( 32 16 108 ) ( 32 8 112 ) TXMnulltexture 0 0 -180 0.125000 -0.125000 0 0 0
( -24 0 112 ) ( -24 0 120 ) ( 32 0 120 ) TXMnulltexture 63 0 -180 0.125000 -0.125000 0 0 0
( -24 16 108 ) ( -24 16 116 ) ( -24 8 120 ) TXMnulltexture 0 0 -180 0.125000 -0.125000 0 0 0
( -24 24 112 ) ( 32 24 112 ) ( 32 24 120 ) TXMnulltexture 63 0 -180 0.125000 -0.125000 0 0 0
( -24 16 120 ) ( 32 16 120 ) ( 32 0 120 ) TXMnulltexture 0 1 -180 0.125000 -0.125000 0 0 0
( 32 24 112 ) ( -24 24 112 ) ( -24 8 112 ) TXMnulltexture 0 1 -180 0.125000 -0.125000 0 0 0
}
Torque Owner Claudio Martinez
- How will this effect my current installation of the TPCS V1.01 (registered)?
- Should I uninstall first?
- Will I need to re-register?
I might be getting ahead of myself but I just don't want to bork my dev machine trying?
Thanks,
C.
PS This is a great tool!!!!!