Game Development Community

Map2dif_plus crashing

by Dion Burgoyne · in Torque Game Engine · 05/02/2007 (9:44 pm) · 11 replies

With the latest release of 1_5_1 map2dif has troubles with more than 600 brushes (or so) I haven't debugged it yet, but going back to the version that came with 1.4 works fine... Does anyone know anything about this?

#1
05/02/2007 (9:47 pm)
What are you using to create your maps?

Some of the more recent versions have had some issues with 3DWS.
#2
05/02/2007 (10:52 pm)
I'm exporting them as raw brush lists from modo, into QuArk, and doing a direct export out of that... doesn't matter which version of quark I use, only thing that matters is the version of map2dif_plus
#3
05/03/2007 (6:10 am)
Are you sure that the modo export is creating valid brushes? How are you exporting from Modo? I have it but haven't thought about using it in such a way. How are you loading it into Quark? Did you write a script to create valid Quake/Valve220 brushes? I'd love to play with it. If the brushes aren't created correctly, Quark may load them and best-guess them in the editor, but that doesn't guarantee that it will compile in map2dif_plus if the .map file is not a valid format.
#4
05/03/2007 (9:56 am)
I was assuming so, since it was able to compile them in the older version... I did notice that if I had overlapping brushes it was much more likely to crash out the newer one.... not sure.. I'll have to recompile it with symbols and see if the crash log points to anything useful
#5
05/03/2007 (10:42 am)
I was assuming so, since it was able to compile them in the older version... I did notice that if I had overlapping brushes it was much more likely to crash out the newer one.... not sure.. I'll have to recompile it with symbols and see if the crash log points to anything useful
#6
05/03/2007 (10:43 am)
Oooo neat trick, hit "refresh" and it reposted :)
#8
05/04/2007 (7:27 am)
Holy crap! How did I miss that topic? There's some damn good info in there!
#9
05/06/2007 (1:07 am)
The map2dif integrated with Constuctor is deeply superior to what has come before. If you're on TGE 1.5.1.
#10
05/06/2007 (11:39 am)
That's not quite correct, Lee -- it doesn't include portals yet.

I do believe that's on the soon-to-do list, though, if not the next release.
#11
05/06/2007 (1:08 pm)
Sorry for my ignorant blather. I was impressed though by its ability to handly some very complex interiors I couldn't convert to DIF before.