Game Development Community

Map2dif

by Holger · in Artist Corner · 08/14/2005 (5:58 am) · 5 replies

I am not sure if that's the right place.

But there is no Map2Dif Exporter for 3dMax.

I wonder how people who use 3DMax do the export to dif?

Do they use Quark for that?

It needn't to be free solution - I would pay for it, if I could stay with 3DMax.

#2
08/14/2005 (11:26 am)
Matt,

thanks.

I didn't look very carefully but all I see is to export to map and not to dif.

Did I miss something?
#3
08/14/2005 (11:47 am)
Maybe I have to make it more clear.

I would like to buy some ready made buidings (like Time Aste's Buidlings which I already have) for 3DMax - change them a little.

Add some interior and would like to export them to dif to use them with torque.
#4
08/14/2005 (11:55 am)
Map2dif actually converts .map files to .dif, so Game Level Builder (which exports to .map) is probably a good solution.
#5
08/26/2005 (7:47 am)
I'm using Game Level Builder 3 <www.maple.com/> to export from Max to the .map format and then Map2dif_plus <www.garagegames.com/mg/forums/result.thread.php?qt=32691> to convert to .dif objects.

I have written a max script to make the process simpler <www.garagegames.com/mg/forums/result.thread.php?qt=33455> but I don't know if anyone is using it yet so it may still be buggy in places that I rarely use.

The one large problem with this process is the lack of texturemaps. GLB3 has a "feature" where it exports the texturemap name, but not the coordinates, so you wind up with unaligned textures. So after you have the .map you need to load it into a standard .map editor but you need one that doesn't introduce rounding errors (Quark does).

The bad news with this process is I have heard the price of GLB3 is skyrocketting $40 -> in the thousands. It will not be a viable process in the future unless someone in the community writes something.