Game Development Community

TGE crashing when accessing difs

by Joseph *Nailo* Rick · in Game Design and Creative Issues · 06/13/2007 (11:43 am) · 4 replies

First, I'm using Maya 8.0, maya2map, the native map2dif_plus in constructor, Photoshop CS3 , and TGE 1.5.2

Before you go asking "why not just use constructor" the reason is because I like to explore all possibilities for content creation at my disposal :)

Now, the problem, I created a simple sphere in Maya, placed a .png with transparency on it, and exported it as a .map. From there I put it through map2dif_plus in constructor with no errors. I then opened the demo fps and tried to place the sphere and it crashed. When I use the same shape and png via constructor I have no problem putting it in the demo.

Now I don't have the transparency patch for TGE installed so I already figure that it won't matter if I have an alpha channel on it. I created the png in Photoshop CS3 with the superPNG plug-in.

What would cause TGE to crash?

#1
07/06/2007 (3:14 pm)
I have a similar issue where TGE crashes when opening a .dif

1. I used QuArK 6.5 and made a cube
2. I exported the cube as .dif
3. The .dif file was located in D:\ Torque\Torque_1_5_2\example\GameOne\Data\Interiors included its texture maps

4. Booted TGE and go into the world editor
5. I used the creator in the inspector to grab the .dif from the interior section
6. When i clicked on the text of the cube i got the following error message:

Disconnect (in a blue heading bar)

You do not have the correct version of the Torque Game Engine or the related art needed to connect to this server. please contact the server operator to obtain the latest version of the game (invalid packet)

When i click the Ok button (which is the only option) TGE crashes. Anyone might know the cure to this issue? Many thanks!

-dan
#2
07/06/2007 (11:17 pm)
Are your textures power of two and located where they are supposed to be? That is the most common problem. Look at the .map file to see where it is looking for the face textures.
#3
07/07/2007 (12:36 pm)
@David Blake: Yes, my textures are in powers of 2, my standard texture size is 512x512. I've placed all the files in the same direcory. This is also one of many attempts I've tried at this, each one has the same effect either the transparent areas are black or the same color as the main texture color that I used.

I have recently tried install the pathed interior patch, and came up with a similar problem. It doesn't crash but for some reason the alpha channel isn't being recognized.
#4
07/08/2007 (9:51 am)
Did you open up the map file that Maya2Map (or whatever you are using) creates and look at where it expects the textures to be and make sure to put them in that location. It may be referencing the directories that Maya used and not where you've copied them when compiled. I believe the alpha interior patch has been integrated into 1.5.2, but it turned off by default. Check the lighting forums for more information since I remember John talking about it a while back. Others have had the black texture issue, but I cannot recall the causes.