map2dif error, please help!!
by Dave Calabrese · in Torque Game Engine · 06/14/2002 (11:31 am) · 7 replies
I've tried creating objects in WorldCraft, GTKRadiant, and Quark. Any object, when run through map2dif, gives me the following error:
Parsing mapfile...Error processing entity brushlist on or near line: test2.map 10Error parsing map file: test2.map
I've been trying to fix this error... any help?
Parsing mapfile...Error processing entity brushlist on or near line: test2.map 10Error parsing map file: test2.map
I've been trying to fix this error... any help?
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#2
// This map has been written by QuArK - Quake Army Knife, QuArK 6.3snap080601
// It is a map for the game Torque.
// For more information see QuArK's Home Page : http://www.planetquake.com/quark
// Entity 0
// worldspawn
{
"classname" "worldspawn"
// Brush 0
// Map structure:g[2] -> poly:p[1]
{
( 0 128 0 ) ( 64 128 0 ) ( 0 128 64 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX2
( -128 0 0 ) ( -128 64 0 ) ( -128 0 64 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX2
( 64 0 0 ) ( 64 0 64 ) ( 64 64 0 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX1
( 0 96 0 ) ( 0 96 64 ) ( 64 96 0 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX1
( 0 0 64 ) ( 0 64 64 ) ( 64 0 64 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX1
( 0 0 0 ) ( 64 0 0 ) ( 0 64 0 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX2
}
// Brush 1
// Map structure:g[2] -> poly:p[2]
{
( 0 0 0 ) ( 0 64 0 ) ( 0 0 64 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX2
( 0 128 0 ) ( 0 128 64 ) ( 64 128 0 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX1
( 0 224 0 ) ( 64 224 0 ) ( 0 224 64 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX2
( 64 0 0 ) ( 64 0 64 ) ( 64 64 0 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX1
( 0 0 64 ) ( 0 64 64 ) ( 64 0 64 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX1
( 0 0 0 ) ( 64 0 0 ) ( 0 64 0 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX2
}
// Brush 2
// Map structure:g[2] -> poly:p[3]
{
( 0 192 0 ) ( 0 192 64 ) ( 64 192 0 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX1
( 0 0 0 ) ( 0 0 64 ) ( 0 64 0 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX1
( -128 0 0 ) ( -128 64 0 ) ( -128 0 64 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX2
( 0 224 0 ) ( 64 224 0 ) ( 0 224 64 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX2
( 0 0 64 ) ( 0 64 64 ) ( 64 0 64 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX1
( 0 0 0 ) ( 64 0 0 ) ( 0 64 0 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX2
}
// Brush 3
// Map structure:g[2] -> poly:p[4]
{
( -64 0 0 ) ( -64 0 64 ) ( -64 64 0 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX1
( 0 192 0 ) ( 64 192 0 ) ( 0 192 64 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX2
( 0 128 0 ) ( 0 128 64 ) ( 64 128 0 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX1
( -128 0 0 ) ( -128 64 0 ) ( -128 0 64 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX2
( 0 0 64 ) ( 0 64 64 ) ( 64 0 64 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX1
( 0 0 0 ) ( 64 0 0 ) ( 0 64 0 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX2
}
}
The particular line in question reads:
// Map structure:g[2] -> poly:p[1]
06/14/2002 (2:35 pm)
I'll post the entire map file, as this is very small. (4 brushes)// This map has been written by QuArK - Quake Army Knife, QuArK 6.3snap080601
// It is a map for the game Torque.
// For more information see QuArK's Home Page : http://www.planetquake.com/quark
// Entity 0
// worldspawn
{
"classname" "worldspawn"
// Brush 0
// Map structure:g[2] -> poly:p[1]
{
( 0 128 0 ) ( 64 128 0 ) ( 0 128 64 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX2
( -128 0 0 ) ( -128 64 0 ) ( -128 0 64 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX2
( 64 0 0 ) ( 64 0 64 ) ( 64 64 0 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX1
( 0 96 0 ) ( 0 96 64 ) ( 64 96 0 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX1
( 0 0 64 ) ( 0 64 64 ) ( 64 0 64 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX1
( 0 0 0 ) ( 64 0 0 ) ( 0 64 0 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX2
}
// Brush 1
// Map structure:g[2] -> poly:p[2]
{
( 0 0 0 ) ( 0 64 0 ) ( 0 0 64 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX2
( 0 128 0 ) ( 0 128 64 ) ( 64 128 0 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX1
( 0 224 0 ) ( 64 224 0 ) ( 0 224 64 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX2
( 64 0 0 ) ( 64 0 64 ) ( 64 64 0 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX1
( 0 0 64 ) ( 0 64 64 ) ( 64 0 64 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX1
( 0 0 0 ) ( 64 0 0 ) ( 0 64 0 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX2
}
// Brush 2
// Map structure:g[2] -> poly:p[3]
{
( 0 192 0 ) ( 0 192 64 ) ( 64 192 0 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX1
( 0 0 0 ) ( 0 0 64 ) ( 0 64 0 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX1
( -128 0 0 ) ( -128 64 0 ) ( -128 0 64 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX2
( 0 224 0 ) ( 64 224 0 ) ( 0 224 64 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX2
( 0 0 64 ) ( 0 64 64 ) ( 64 0 64 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX1
( 0 0 0 ) ( 64 0 0 ) ( 0 64 0 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX2
}
// Brush 3
// Map structure:g[2] -> poly:p[4]
{
( -64 0 0 ) ( -64 0 64 ) ( -64 64 0 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX1
( 0 192 0 ) ( 64 192 0 ) ( 0 192 64 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX2
( 0 128 0 ) ( 0 128 64 ) ( 64 128 0 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX1
( -128 0 0 ) ( -128 64 0 ) ( -128 0 64 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX2
( 0 0 64 ) ( 0 64 64 ) ( 64 0 64 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX1
( 0 0 0 ) ( 64 0 0 ) ( 0 64 0 ) radiant/notex 0 0 0 0.50000 0.50000 0 0 0 //TX2
}
}
The particular line in question reads:
// Map structure:g[2] -> poly:p[1]
#3
detail_number 0
min_pixels 250
geometry_scale 32
light_geometry_scale 32
ambient_color 0 0 0
emergency_ambient_color 0 0 0
mapversion 220
In WorldCraft, you will also need to set the wad name.
06/14/2002 (2:40 pm)
That's it exactly. You have not set any of the WorldSpawn parameters; in QuArK I've set the defaults to:detail_number 0
min_pixels 250
geometry_scale 32
light_geometry_scale 32
ambient_color 0 0 0
emergency_ambient_color 0 0 0
mapversion 220
In WorldCraft, you will also need to set the wad name.
#4
06/14/2002 (3:02 pm)
Thanks for your help!
#5
06/14/2002 (3:26 pm)
Okay... this is probably going to sound really dumb, but, how do I do this in WorldCraft? I mean, I found where I set the WorldSpawn paremters, however, even when set, I get the exact same error.. only on a later line.
#6
I was trying to make raw .map files with no background setup on the program. (Meaning, no torque.fgd files).
I'm assuming I need to purchase the Torque engine before I can get that .fgd? Or is there a place I can download that from?
06/14/2002 (3:32 pm)
Actually... I think I figured out my problem.I was trying to make raw .map files with no background setup on the program. (Meaning, no torque.fgd files).
I'm assuming I need to purchase the Torque engine before I can get that .fgd? Or is there a place I can download that from?
#7
they have all the things you need to make interiors with worldcraft with complete explanation (its for T2 but you'll get the picture)
06/27/2002 (3:03 pm)
try http://www.tribes2centraldownload.comthey have all the things you need to make interiors with worldcraft with complete explanation (its for T2 but you'll get the picture)
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