Game Development Community

Another weird map2dif error

by Arsh · in Torque Game Engine · 02/04/2002 (2:46 pm) · 2 replies

I made a map in quark. When I try to export at a .dif, I get the following error:

morianutil.cc @ 815
::createBaseWinding: Bad face on brush. <3 points. DMMNOTE: handle better ?

I first tought it was a microbush problem (substract) but i got the same error later. I inspected the map for hours and I didn't found any strange shape.
I get the same error when I create a 10 sides prism and resize it to make a detail (a little bar).

Can I repair my map, and bypass the little prisme error ?

By the way, how do I create and >10 side prism in Quake Army Knife (stupid question) ?

#1
02/04/2002 (3:40 pm)
Torque requires integer coords at this time so you have to be careful about resizing, rotating, etc. Movements that can force a vertex off grid can cause probs. If you go to the options pull-down then configuration|maps|options, you should see the "Don't write floating-point coordinates" option checked. So even if you have floating point values in a coordinate, quark is going to try and roundoff to integer so that map2dif doesn't choke. However, in this roundoff process, some vertices can become invalid and you get the <3 error message. If you have to move, resize, etc. it's a good idea to move your mouse over questionable vertices, right-click, and select force to grid.

For prisms other than the standard, go to the commands pull-down, select "make prism". You can create as many sides as you'd like, make the ends with different or unequal radii, inclined, etc.

If you still can't find the culprit, send me the brush (in a .qkm file) to look at.
#2
03/02/2002 (12:21 pm)
This also happens when exporting from MAX.