Problems with map2dif and TGE 1.5
by Joel Davis · in Torque Game Engine · 02/11/2007 (1:18 pm) · 2 replies
I'm having some problems with map2dif. Even with the simplest map I can make, Torque crashes when trying to load the resultant dif.
I'll keep looking and try and figure out what is wrong with the dif I am getting, but I thought I would post in case I'm doing something obviously wrong.
I'm also a little unsure if I am using the right version of everything. What is the difference between map2dif and map2dif_plus? I'm using the map2dif_plus built from the 1.5 SDK, I had to add the lightingSystem files to TorqueToolLib before it would even build, and that doesn't inspire confidence. :)
Thanks!
Joel
Here's the map file (a big cube):
{
"classname" "worldspawn"
"min_pixels" "250"
"geometry_scale" "32.0"
"light_geometry_scale" "32.0"
"ambient_color" "0 0 0"
"emergency_ambient_color" "0 0 0"
"mapversion" "220"
"wad" "\torque\sdk\example\gameone\data\interiors\gameoneint.wad"
{
( -512 512 1024 ) ( 512 512 1024 ) ( 512 -512 1024 ) CHECKERBOARD2 [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( -512 -512 0 ) ( 512 -512 0 ) ( 512 512 0 ) CHECKERBOARD2 [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( -512 512 1024 ) ( -512 -512 1024 ) ( -512 -512 0 ) CHECKERBOARD2 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 512 512 0 ) ( 512 -512 0 ) ( 512 -512 1024 ) CHECKERBOARD2 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 512 512 1024 ) ( -512 512 1024 ) ( -512 512 0 ) CHECKERBOARD2 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 512 -512 0 ) ( -512 -512 0 ) ( -512 -512 1024 ) CHECKERBOARD2 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
}
}
Here's the output of map2dif_Plus:
c:\Torque\SDK\tools\map2dif_plus_DEBUG.exe -t . ./block.map
map2dif - Torque .MAP file converter
Copyright (C) GarageGames.com, Inc.
Program version: 1.0d
Programmers: John Folliard, Dave Moore, and Matthew Fairfax
Built: Feb 5 2007 at 22:08:24
Loading ./block.map
Initial texture search path is set to "./"
Successfully opened map file: ./block.map
Parsing mapfile...
done.
Creating BSP...done.
Marking active zones...done
Creating surfaces...done.
Lightmaps: Normal...Alarm...done.
Resorting and Packing LightMaps...done.
STATISTICS
- Total brushes: 1
+ structural: 1
+ detail: 0
+ portal: 0
- Number of zones: 1
- Number of surfaces: 6
Exporting to runtime...done.
Writing Resource: persist..(./block.dif) Done.
I'll keep looking and try and figure out what is wrong with the dif I am getting, but I thought I would post in case I'm doing something obviously wrong.
I'm also a little unsure if I am using the right version of everything. What is the difference between map2dif and map2dif_plus? I'm using the map2dif_plus built from the 1.5 SDK, I had to add the lightingSystem files to TorqueToolLib before it would even build, and that doesn't inspire confidence. :)
Thanks!
Joel
Here's the map file (a big cube):
{
"classname" "worldspawn"
"min_pixels" "250"
"geometry_scale" "32.0"
"light_geometry_scale" "32.0"
"ambient_color" "0 0 0"
"emergency_ambient_color" "0 0 0"
"mapversion" "220"
"wad" "\torque\sdk\example\gameone\data\interiors\gameoneint.wad"
{
( -512 512 1024 ) ( 512 512 1024 ) ( 512 -512 1024 ) CHECKERBOARD2 [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( -512 -512 0 ) ( 512 -512 0 ) ( 512 512 0 ) CHECKERBOARD2 [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1
( -512 512 1024 ) ( -512 -512 1024 ) ( -512 -512 0 ) CHECKERBOARD2 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 512 512 0 ) ( 512 -512 0 ) ( 512 -512 1024 ) CHECKERBOARD2 [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 512 512 1024 ) ( -512 512 1024 ) ( -512 512 0 ) CHECKERBOARD2 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
( 512 -512 0 ) ( -512 -512 0 ) ( -512 -512 1024 ) CHECKERBOARD2 [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1
}
}
Here's the output of map2dif_Plus:
c:\Torque\SDK\tools\map2dif_plus_DEBUG.exe -t . ./block.map
map2dif - Torque .MAP file converter
Copyright (C) GarageGames.com, Inc.
Program version: 1.0d
Programmers: John Folliard, Dave Moore, and Matthew Fairfax
Built: Feb 5 2007 at 22:08:24
Loading ./block.map
Initial texture search path is set to "./"
Successfully opened map file: ./block.map
Parsing mapfile...
done.
Creating BSP...done.
Marking active zones...done
Creating surfaces...done.
Lightmaps: Normal...Alarm...done.
Resorting and Packing LightMaps...done.
STATISTICS
- Total brushes: 1
+ structural: 1
+ detail: 0
+ portal: 0
- Number of zones: 1
- Number of surfaces: 6
Exporting to runtime...done.
Writing Resource: persist..(./block.dif) Done.
About the author
#2
Also, I found the block in starter.racing and that was a close enough equivalent to box.dif. :) So now I have a simple, working box.
Joel
02/11/2007 (1:32 pm)
Nevermind, I figured it out. The InteriorDictEntry has a limit of 32 chars for names and values, and the "wad" entry was overrunning this.Also, I found the block in starter.racing and that was a close enough equivalent to box.dif. :) So now I have a simple, working box.
Joel
Torque Owner Joel Davis
Thanks,
Joel