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HELP (please) converting 3ds (version 8) to DIF

by Nick Husby · in Artist Corner · 10/20/2006 (12:11 pm) · 15 replies

It has for the most part been explained to me why 3ds files are not supported in Torque. I am looking for an efficient process to use buildings modeled in 3ds max 8 inside of a Torque map.

I've heard of 3ds2DIF but I think that only works with 3ds version 3. If you know of any programs that could import .3ds files (or .dts files) and allow you to convert them to DIF's please let me know. (even if I would have to manually set up collision) I am new to Torque, and this would save me alot of time and headaches.

thanks.

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  • Why No 3ds Max???

  • #1
    10/20/2006 (12:19 pm)
    tdn.garagegames.com/wiki/DIF/FeatureChart

    if you fined something that works better than what they have I would love to know for I don't like there map2dif is just sucks and I have been trying to build this building inside and out but every time I make map2dif the diff cuts the module all up and then big problems . ..
    #2
    10/20/2006 (12:19 pm)
    DIF files already have collision set up. In fact, they're made for it. You can try to use GLB, which I think has a version for Max 8. You will have to do some tweaking to make sure that it exports correctly, though. Depending on the complexity of the model/scene, recreating it in a CSG application may be a better and fast option.

    EDIT:
    @Adam Wilson
    What problems specifically are you having with Map2Dif? Are they present in Map2Dif Plus? Are you using a polysoup convertor and then running the map file through it (for example, GameSpace Level Builder or Game Level Builder for Max or Greenbriar Studios map convertor for Lightwave)? Are you building your DIFs in a program like Quark, 3D World Studio, Radiant, Hammer? Have you been working with detail brushes to limit the breaking up of geometry?

    There are some problems with map2dif and plus, but it is far from unusable as your post seems to indicate.
    #3
    10/20/2006 (12:24 pm)
    I basicly want highly detailed models with low detailed collision. Havnt used GLB... is that a 3ds plugin, and does it work with pre-existing models?
    #4
    10/20/2006 (12:32 pm)
    Yes, it is a Max plug in. One of the problems with pre-existing models is that they were most likely not created with CSG constraints in mind, which will require some tweaking (in some cases a significant or huge amount of tweaking, depending on how they were originally created). The best way to find out is to download it and try. It should try to export your model as a map. Another solution, though typically not recommended since it gives up the benefit of zoning and portaling your project, is to create your model and collision boxes and export them as DTS's. Of course, without portaling, this could bring your game to its knees.
    #5
    10/20/2006 (12:36 pm)
    Every time I take a map file and run it threw the map2dif I get missing faces and it cuts up the faces even when there isn't a brush near it.. just frustrating I can get the missing faces to correct its self but it will cause more problems on other brushes in a different location it is a never ending battle with it.. I will read one thing and then read something else that contradicts everything I had just read.. I just wish they would get read of the DIF all together and get something that is more reliable and easer to run down the problems.. this isn't a good format and slows down production to almost a halt.. I do have to say one thing is that I have only been modeling in the brush format for 1 year now and yet to have anything that is usable in game.. NO I am not stupid I have read everything twice if not 10 times trying to catch something that I am doing wrong. . but YES it is the dif.. there isn't' any way around it the DIF sucks on big buildings keep it small and simple to 1 or 2 rooms you will be fine.

    I will stop my complaining but If I would have known what a pain in the @$$ it would be to make large buildings as I have to do I would have never signed off on this engine..
    #6
    10/20/2006 (12:45 pm)
    What are you using to create your map files?

    EDIT:
    Ah, I found other posts on the subject. I'd read them, I just didn't realize you were the one that wrote them.
    #7
    10/20/2006 (12:50 pm)
    Lol Adam.

    budz, chill Lots of good artwork has been done with these tools.
    sure there are roadblocks and pain but you can overcome each issue.

    have you ever built bsp's for other engines?
    like the quake engines?
    if you have you would be more receptive of the current issues you are facing.
    and in fact you would probably have already overcome them.

    there is some fundamental stuff that goes into them, once you got the grasp on that stuff.
    generating game ready content is easy, just takes time.

    I have never had a problem creating large buildings.
    but I have had issues using complex geometry inside any building's.
    you have to make sure you have the placement correct and the brush usage proper.

    eg: detail brush's where you need them.

    maybe you would be best off to read up on the limitations of the bsp format.

    keep your head up, this bsp stuff is not gonna go away.

    if you are code capable, I would say check out Ogre as the dotscene format is pretty sweet.
    and it has some nice exporters for most decent applications.

    so you would be able to use your max geometry without any pain at all :)


    I think if you spend some more time assesing the bsp format and the torque implementation.
    then practice it all up you will be fine.

    Good luck.
    #8
    10/20/2006 (1:41 pm)
    @ adam I have little to no experience with it, but have you tried using quark to do the conversion? You can open .map files and save them as .DIF
    #9
    10/20/2006 (1:46 pm)
    Quark would only add to his frustration. Ues 3dWorld Studio. One click export, and it dosnt try to support 50 games/engines.

    It just makes maps.

    Simple.
    #10
    10/20/2006 (2:03 pm)
    Thanks for your help.. I have done all I can really I have I do believe that the only way to fix what is going on with my map files is wait for Constructor to get finished and pray for a better map2dif to come out of it.

    Thanks again..

    --

    And work will not pay for anything that is not able to try out first..
    #11
    10/20/2006 (2:09 pm)
    This is what I have to make..

    3rd floor
    members.cox.net/wilsonismad/21csi/theredfloor01.jpg
    members.cox.net/wilsonismad/21csi/PKI.jpg

    I had made it in max for an old engine that we don't support so I have to make it in bsp... not fun.. with the problems I am having.
    #12
    10/20/2006 (2:14 pm)
    To build this object I dont see any real roadblocks.
    just what are the problems you are having?

    have you tried to build just a simple skeleton and add detail thru dts as suggested by many of the people leaving suggestions for you?

    will the usage be interactive? as in you need to complete the interior as well?
    you should be able to hammer off this exterior with no problems.

    show some screenies of the problems you are having when viewing it in torque.
    do you use the debug render methods for interiors to examine the polies you created?
    #13
    10/20/2006 (2:26 pm)
    Problems are missing faces when run map2dif.

    I just don't see the simple skeleton working for I have 3 floors for this building.. and you can go into every room.. and we need all the features that are present now to be able to be used down the road if need be. (on and off lights, and zones) if I am going to build in bsp may as well take advantage of zones.

    yes to the interior..

    missing faces, and why it cuts up faces like this and I think that is why it will have missing faces when I build the interior..
    members.cox.net/monwilson/WhyCutThisBurshUp2.jpg
    #14
    10/30/2006 (9:41 pm)
    If you want some help making the bsp email me at elliott@hamedia.ca
    #15
    10/31/2006 (6:44 am)
    Thanks for all your help but I am getting my problems resolved it just shouldn't be this hard..