Need help compiling map2difplus on intel mac xcode 2.4
by Joe O · in Torque Game Engine · 11/11/2006 (5:36 pm) · 35 replies
The title says it all. I can't get map2difplus to build correctly for the life of me. I tried posting in the tools forum but no reply yet... Have any of you other Mac users been able to get the map2difplus for Torque 1.5 to build yet? I think there's something different about the project / target settings but I don't know enough about it...
Any help is greatly appreciated. Thanks much.
Any help is greatly appreciated. Thanks much.
#22
11/30/2006 (2:59 pm)
After building it I see what you mean about the power of 2 DEBUG_BREAK! nastyness... The other problem I see in my maps is a serious issue with the lighting applied to the final diff. It's not the typical adjust it by half because of the light pack in 1.5 - it's just plain awful looking. I'm glad I have an old copy of map2difplus around.... This one is severely broken. The guys at GG need to do something about this.
#23
is your old copy of map2diffplus for the mac? is there any way i could convince you to do me a huge favor and put a copy of it up on my iDisk public drop folder (user: benbritten)? I am not in a big rush (obviously, since i am still in the very early stages here) but i would love to have a fully working pipeline.
BTW, what do you use to generate your .map files?
cheers!
-ben
11/30/2006 (3:11 pm)
Yeah, it is working fine enough for me to get to testing the game mechanics (or, well, writing the game mechanics so i can test them :-) but otherwise it is giving me fits. is your old copy of map2diffplus for the mac? is there any way i could convince you to do me a huge favor and put a copy of it up on my iDisk public drop folder (user: benbritten)? I am not in a big rush (obviously, since i am still in the very early stages here) but i would love to have a fully working pipeline.
BTW, what do you use to generate your .map files?
cheers!
-ben
#24
I found your email address on your profile page so I dropped you the binary there.
As for the tool I use for editing map files... I use MacRadiant 1.4. I've got it setup to mimic a Q3 map editor but it works for my basic needs. Maybe I'll upload a picture of one of my simple houses on my website and link it here. For some reason the MacRadiant guys have fallen off the outernet... I don't know why.
11/30/2006 (6:48 pm)
Hi Ben, I don't actually use .mac so I don't know how this public iDisk thing is supposed to work. The version I have is based on 1.4.0 code and will produce a .dif file without any segfaults or other problems. It may be built for intel (or universal, not sure) but I have a ppc mac as well that I should be able to produce a binary for if you need it. I found your email address on your profile page so I dropped you the binary there.
As for the tool I use for editing map files... I use MacRadiant 1.4. I've got it setup to mimic a Q3 map editor but it works for my basic needs. Maybe I'll upload a picture of one of my simple houses on my website and link it here. For some reason the MacRadiant guys have fallen off the outernet... I don't know why.
#25
Thank you so much! I just sent you an email.
Hmm, yeah i am using gtkRadiant 1.5, aslo in q3 mode, but whatever it is outputting makes my version of map2dif segfault. (the .maps it makes dont seem to be in valve 220, but all teh docs say that map2difplus can do the older versions, hmm) anyhow hopefully your older version will get me going. thanks again so much!
Cheers!
-ben
ps: would love to see your work :-)
11/30/2006 (7:04 pm)
Hey Joe,Thank you so much! I just sent you an email.
Hmm, yeah i am using gtkRadiant 1.5, aslo in q3 mode, but whatever it is outputting makes my version of map2dif segfault. (the .maps it makes dont seem to be in valve 220, but all teh docs say that map2difplus can do the older versions, hmm) anyhow hopefully your older version will get me going. thanks again so much!
Cheers!
-ben
ps: would love to see your work :-)
#26
Here's a link to a house that I built using MacRadiant. It's not much but it fits the style I'm using in my project. I built everything for it using Gimp for textures and MacRadiant for the map and map2dif to get it to Torque. This is a shot taken from torque.
www.riptor.com/?q=node/475
12/01/2006 (4:19 am)
I never had any luck with the 1.5 radiant... not sure if it was radiant or me though. Here's a link to a house that I built using MacRadiant. It's not much but it fits the style I'm using in my project. I built everything for it using Gimp for textures and MacRadiant for the map and map2dif to get it to Torque. This is a shot taken from torque.
www.riptor.com/?q=node/475
#27
Anyhow, your house looks great! far superior to the badly textured cube i have going at the moment :-).
thanks again for all the help!
-b
12/01/2006 (4:07 pm)
That's good to nkow about 1.5 radiant, i was trying to use it (thinking, 1.5 must be better then 1.4!) but i really dont know what it is that 1.5 offers that 1.4 doesnt, so i will give 1.4 a try. For what i really want neither is going to work. I am actually trying to build some old-school bard's tale-esque really 'square' dungeon maps. (think graph-paper DnD dungeons from the old pencil and paper days) so i ended up writing a cocoa app that generates dungeon-blocks (a collection of .map brushes) and strings them together. the initial testing went great, but then torque started crashing when i loaded my mission (and i dont even have my crasy .difs in the terrain yet), so now i have to figure that out. Anyhow, your house looks great! far superior to the badly textured cube i have going at the moment :-).
thanks again for all the help!
-b
#28
but you should fix the texture error, the non power of 2 texture's in your set should be modified to conform.
I am pretty sure this is regarding your textures.
nothing else comes to mind.
12/01/2006 (6:30 pm)
Good work.but you should fix the texture error, the non power of 2 texture's in your set should be modified to conform.
I am pretty sure this is regarding your textures.
nothing else comes to mind.
#29
yeah, i htought that too. but i am using only the 256x256 textures that come with the starter fps at the moment. In fact, i can get an error-free run using the old map2difplus that i got from Joe, and using the same files with the newly compiled TGE 1.5 version of map2diff, i will get the power of 2? errors. seems to be a code issue.
Cheers!
-ben
12/01/2006 (6:44 pm)
Hey Badguy,yeah, i htought that too. but i am using only the 256x256 textures that come with the starter fps at the moment. In fact, i can get an error-free run using the old map2difplus that i got from Joe, and using the same files with the newly compiled TGE 1.5 version of map2diff, i will get the power of 2? errors. seems to be a code issue.
Cheers!
-ben
#30
12/03/2006 (6:25 pm)
I would agree... the power of 2 issue seems to be an error in the code. I did not follow through with much inspection to see where it might be dropping this error. All of my textures are 2^n. Someone at GG should really fix map2difplus for the mac...
#31
Share and Enjoy
/Paul
12/06/2006 (5:00 pm)
Constructor's coming out soon, and map2difplus will be getting some improvements when Constructor ships. So, for the moment, I'm waiting for the release of Constructor to clean up map2difplus .Share and Enjoy
/Paul
#32
Would these map2difplus changes be incorporated into a 1.5 patch that we would get as part of already buying in to 1.5 or would we need to pay more money to get Constructor and the fixes associated with map2difplus?
At many turns during my mac development cycle I've seen a number of issues / bugs that are fixed but require us to spend even more money to get those fixes. Sure, Torque is really nice (and about the only thing that works on a mac) but my hobbyist budget is getting thin shelling out for these fixes.
The only other issue I would toss out is constructor has been coming soon for the last year. Coming soon is a relative term and I get the impression my "soon" is much MUCH shorter than the "soon" associated with constructor.
12/08/2006 (4:20 am)
My next question would be...Would these map2difplus changes be incorporated into a 1.5 patch that we would get as part of already buying in to 1.5 or would we need to pay more money to get Constructor and the fixes associated with map2difplus?
At many turns during my mac development cycle I've seen a number of issues / bugs that are fixed but require us to spend even more money to get those fixes. Sure, Torque is really nice (and about the only thing that works on a mac) but my hobbyist budget is getting thin shelling out for these fixes.
The only other issue I would toss out is constructor has been coming soon for the last year. Coming soon is a relative term and I get the impression my "soon" is much MUCH shorter than the "soon" associated with constructor.
#33
01/17/2007 (6:54 pm)
@Paul, GG has said Constructor is coming out "soon" for WELL over a year now.
#34
I want to push out some bugfixes for TGE 1.5 within a couple of weeks, I'll include an update to map2dif_plus.
Share and Enjoy
/Paul
01/19/2007 (6:59 pm)
I've talked with Matt Fairfax, the lead on Constructor, and it looks like I can go ahead with updating that map2dif target. I want to push out some bugfixes for TGE 1.5 within a couple of weeks, I'll include an update to map2dif_plus.
Share and Enjoy
/Paul
#35
01/19/2007 (8:55 pm)
@paul: that would be great! thanks!
Torque Owner Ben Smith
no worries!
Anyhow, i would be interested to know if you get any runtime errors with your map2diff. I managed to segfault it this morning. (oops!) somethign about the map files that i saved out of radiant didnt sit well.
good luck!
-ben
ps: i'm glad there is someone else out there trying to do this all on their mac :-)