Game Development Community

Map2dif_plus errors

by Joseph *Nailo* Rick · in Game Design and Creative Issues · 05/16/2007 (11:35 am) · 12 replies

I'm using Maya8.0 with the maya2map plugin, from there using the map2dif_plus.

I have a model which when put into m2d+ recieves a number of errors:
(1)"This brush was exported improperly with badly formed plane points."

(multiple) "bad faces on this brush. most likely cause by flat or non volumetric brushs"

what does this mean, and how do I fix it?

#1
05/16/2007 (9:17 pm)
I don't use Maya, but I'm plenty familiar with map2dif errors. I believe you would benefit from importing the map from Constructor and exporting from there. I _think_ the older versions had some rounding issues which made bad brushes.

Hopefully, you're using TGE 1.5.1.
#2
05/16/2007 (11:17 pm)
Yea I'm using 1.5.1

These models were recieved in obj format, to which I wanted to see if I could make them difs. Is it possible that the inherent information from the .objs is not capable of being converted obj>map>dif? If there is a way of making this work: how?
#3
05/17/2007 (1:29 pm)
It is very, very possible that they can't be converted. Try using Constructor's native dif exporter, though.

If you don't know, dif's must be completely convex...meaning no concave parts at all. Models, in general, pay no attention to concavity and generally cannot be made trivially into dif's.

Why do you want to make it into a dif?
#4
05/17/2007 (1:41 pm)
The models are buildings, I'd like to make them usable as interiors.

When I try the m2d in constructor I get the same gambit of errors as well.

It tries to create a bsp then stalls, and crashed out with something like "Error allocating memory"


How would I make a complex model into a dif in this case? I am probably running into the convex/concave issue here.
#5
05/17/2007 (1:54 pm)
Pardon me if I'm beating a dead horse, but I'm talking about the File | Export DIF option in Constructor, as opposed to going through any external map2dif executable.

But to answer your question, you need to get rid of the concave stuff. It's not something that is typically done. Perhaps you could just make it into a DTS (which is designed for that sort of thing) and add collisions where you need them?
#6
05/17/2007 (2:18 pm)
It took me a moment to figure out what you had meant. I exported it through constructor, and when I tried to put it in the demo I crashed my system lol.

The idea of making it a dts with collision is a good one, but I've run into a slight issue there as well: www.garagegames.com/mg/forums/result.thread.php?qt=62260

Now playing with it to make it compatible for dif might work but my next problem lies in the fact that there is some intricate geometry on it. Here is a basic image of the model: img409.imageshack.us/img409/8593/littlehouseaxz2.jpg
#7
05/17/2007 (7:03 pm)
I think adding collision to the DTS is very much the way to go. Or, create the basic parts of the walls and stuff in Constructor, then add pieces of the model as details.

I read your other post, but I don't understand a word of it. Screenshots?
#8
05/17/2007 (7:37 pm)
I have been working on getting the collisions added (reposted on previous thread mentioned with screenshot), I am also reconstruction the geometry to put in as a dif. I'm determined to figure out how to make them.

Which leads me to a new post on Cartography shop (3dws)....

3d world studio post
#9
05/17/2007 (10:35 pm)
I can tell you that it's a difficult and unrewarding battle. I speak as a person who is constantly determined to misuse his tools.

Whereas (after seeing the pic of your model) I don't think it would be too hard to add collision. You can get quite detailed if you wish:

www.garagegames.com/mg/forums/result.thread.php?qt=61242
#10
05/17/2007 (10:44 pm)
I should add that you're talking about going through two conversions, here--Maya to map, map to dif. Without knowing details about how maya 2 map works, it's going to be very, very difficult. Almost the entire model has be be redone, and parts I can promise you could only be exported to dif from Constructor (like the columns on the front porch). Regular map2dif does NOT handle complex, highly detailed maps well at all. Not to mention you presumeably don't need the fine collision on those columns.
#11
05/17/2007 (11:52 pm)
I've come to that conclusion, after all this mess. I'm going to have to reconstruct these models if I want to make interiors for them. I under stand what you are getting at with the columns, eves, and (in the case of one of the other models) the railing. These, I'm willing to wager, are going to be easier to recreate using .pngs to mimic the gaps and details.

Thanks Lee, you've helped quite a bit here. As a question, each of those collisions are on one model? and outstanding idea you have.
#12
05/18/2007 (4:45 am)
Personally, I wouldn't use pngs for the gaps, but just bring in the convoluted pieces as individual models/instances. Much, much cooler.

Glad to have helped, if at all. Don't know if "outstanding" is really an accurate description, though. "insane" or even "asinine" might be more appropriate.

It does work though. :-)