Initial release of Marble Blast level editing tools
by Mark Frohnmayer · in Marble Blast · 12/20/2002 (12:47 pm) · 32 replies
Hey all, for those of you who know how to build interiors for Torque, the Marble Blast version of map2dif, as well as a new DataTorque.qrk file for QuArK are now available at:
ggdev-1.homelan.com/marbleblast/MarbleBlastLevelTools.zip
After I get back from vacation, (and after the Mac port is finished :) I'll write up some more comprehensive documentation about how to use these tools to make levels. (or mabye Alex will drop in and answer a question or two... who knows?)
For instructions on getting QuArK set up with Torque engine products, Click here.
Once you have your new .dif file build, place it in the /marble/interiors/ directory, and, from your Marble Blast program directory, launch Marble Blast from the command line with:
MarbleBlast -test yournewmapname.dif
This will load the level and let you roll around. The new DataTorque.qrk file contains definitions for new entities, like the start and end pads, moving platforms, powerups, etc. To fine-tune the placement of these, use the Mission Editor by pressing F11 in the game. If you loaded the game normally, you'll have to enable cheats by typing:
$testCheats = 1;
in the in-game console. You can access the console by pressing the ~ key.
It may be a pain to get this running - we'll release a more complete and easy level editing solution soon, but for those not faint of heart, give it a try!
ggdev-1.homelan.com/marbleblast/MarbleBlastLevelTools.zip
After I get back from vacation, (and after the Mac port is finished :) I'll write up some more comprehensive documentation about how to use these tools to make levels. (or mabye Alex will drop in and answer a question or two... who knows?)
For instructions on getting QuArK set up with Torque engine products, Click here.
Once you have your new .dif file build, place it in the /marble/interiors/ directory, and, from your Marble Blast program directory, launch Marble Blast from the command line with:
MarbleBlast -test yournewmapname.dif
This will load the level and let you roll around. The new DataTorque.qrk file contains definitions for new entities, like the start and end pads, moving platforms, powerups, etc. To fine-tune the placement of these, use the Mission Editor by pressing F11 in the game. If you loaded the game normally, you'll have to enable cheats by typing:
$testCheats = 1;
in the in-game console. You can access the console by pressing the ~ key.
It may be a pain to get this running - we'll release a more complete and easy level editing solution soon, but for those not faint of heart, give it a try!
About the author
#3
12/20/2002 (6:53 pm)
well, I got an interior into marbleblast!!!!!!! W00t!!
#5
I made a cube. Just a cube. To all of the faces of said cube, I apply a 64x64 texture (tho I have tried with other textures) named 'blue'. The texture shows up just fine in the 3d views, it sees it etc. No problem.
But when I try to export -- I set up the config to go through the new MarbleBlastMap2Dif.exe -- it says 'texture concrete .jpg or .png not found'.
Wtf? I am not using a concrete texture, not anywhere! I just want to export the effing CUBE.
12/26/2002 (11:04 pm)
I'm going to use this as an opportunity to try and figure out why QuArK won't export.I made a cube. Just a cube. To all of the faces of said cube, I apply a 64x64 texture (tho I have tried with other textures) named 'blue'. The texture shows up just fine in the 3d views, it sees it etc. No problem.
But when I try to export -- I set up the config to go through the new MarbleBlastMap2Dif.exe -- it says 'texture concrete .jpg or .png not found'.
Wtf? I am not using a concrete texture, not anywhere! I just want to export the effing CUBE.
#6
12/27/2002 (8:57 am)
It doesn't matter if the texture's in your map or not, but in the .wad file you're using to compile.
#7
12/27/2002 (2:58 pm)
QuArK doesn't use a wad file for textures; however, it sounds like you've left in the sample map I included with the DataTorque.qrk which has the concrete texture. Delete that group from the map. Or do a search and replace "concrete" with your texture.
#8
I deleted all of the named stuff, but I left a bunch of poly groups that turned out to not be showing up unless I selected them . . . deleted those and now my cube is a nice, shiny .dif!
So, time to get cracking on the levels of leetitude! :) Onwards and upwards and whatnot.
01/03/2003 (9:15 pm)
Yup, I feel dumb.I deleted all of the named stuff, but I left a bunch of poly groups that turned out to not be showing up unless I selected them . . . deleted those and now my cube is a nice, shiny .dif!
So, time to get cracking on the levels of leetitude! :) Onwards and upwards and whatnot.
#9
It says 'cannot mix watery and non-watery texture types on a polyhedron'.
Here's what I was trying to do:
Brush arch/cap maker with subdivision 8, for a u-shaped ramp.
|__ Digger -- to (hopefully) clip off the tops of the ramp, so the entry and exit angles aren't 0 and are more conducive to continued speed.
I used rectangular selection, and I think that every poly has a texture. But maybe the brush arch/cap maker macro interferes?
Making an x-sided column, also, I can probably find somewhere else. But I want to know -- wtf is up with subtraction? How come I can't just MAKE a brush and then SUBTRACT it from another brush??? What's with all of these loops they make you jump through? Diggers? Grrrrr. And do you get to see the finished product, or do you have to save it as a .map first? Or what? Do you have to re-save every time you subtract geometry?
Also, should we be flagging this all as 'detail'?
01/04/2003 (11:44 am)
Ok, more questions.It says 'cannot mix watery and non-watery texture types on a polyhedron'.
Here's what I was trying to do:
Brush arch/cap maker with subdivision 8, for a u-shaped ramp.
|__ Digger -- to (hopefully) clip off the tops of the ramp, so the entry and exit angles aren't 0 and are more conducive to continued speed.
I used rectangular selection, and I think that every poly has a texture. But maybe the brush arch/cap maker macro interferes?
Making an x-sided column, also, I can probably find somewhere else. But I want to know -- wtf is up with subtraction? How come I can't just MAKE a brush and then SUBTRACT it from another brush??? What's with all of these loops they make you jump through? Diggers? Grrrrr. And do you get to see the finished product, or do you have to save it as a .map first? Or what? Do you have to re-save every time you subtract geometry?
Also, should we be flagging this all as 'detail'?
#10
This pisses me off. >:( I mean, the Serious Sam engine made CSG sooooo easy. I think it spoiled me.
01/04/2003 (12:01 pm)
Note: I guess that I can subtract PRIMITIVES from one another, (ie cube from a cube) but nothing like the arch/cap thingy.This pisses me off. >:( I mean, the Serious Sam engine made CSG sooooo easy. I think it spoiled me.
#11
Once you have made the arch, right click on the "Brush Arch/Cap Maker in the Scene Tree and select Dissociate Duplicator images
01/04/2003 (1:46 pm)
You can do arches.Once you have made the arch, right click on the "Brush Arch/Cap Maker in the Scene Tree and select Dissociate Duplicator images
#13
I get this:
01/05/2003 (1:17 pm)
Ok, the subtraction now works (thanks for that info) but I am having export problems. I am using the MarbleBlastMap2Dif program, and the configuration in QuArK is set up for it.I get this:
____________________________ Build DIF only ____________________________ c:\Program Files\QuArK 63\tmpQuArK> "c:\program files\QuArK 63\torque\tmpquark\M arbleBlastMap2Dif.EXE" -v -h -o ./maps -t ./textures ./maps/ramp.map Successfully opened map file: ./maps/ramp.map Parsing mapfile...Error processing entity brushlist on or near line: ./maps/ra mp.map: 11Error parsing map file: ./maps/ramp.map /maps/ramp.bsp: ignored /maps/ramp.lin: ignored Files stored in c:\Program Files\QuArK 63\tmpQuArK\ Operation finished.
#14
01/05/2003 (1:21 pm)
btw, I get the same error for all export options.
#15
It's little irritating things like this that really slow ya down in learning a new tool . . . stuff that doesn't have an apparent explanation until you learn more about it, but since it takes 4-8 hours to resolve each and every piddling little issue . . . unfortunately with something like this I can't just google up answers like with more generalized/widespread knowledge.
01/05/2003 (1:31 pm)
oh yeah, and I erred before. I never have got a .dif file yet; I just wasn't seeing the error because I saw the "sucessfully opened" in gray text and didn't notice the error. I was in too much of a rush before.It's little irritating things like this that really slow ya down in learning a new tool . . . stuff that doesn't have an apparent explanation until you learn more about it, but since it takes 4-8 hours to resolve each and every piddling little issue . . . unfortunately with something like this I can't just google up answers like with more generalized/widespread knowledge.
#16
01/05/2003 (2:46 pm)
bump
#17
Is there anything OBVIOUSLY wrong with it thus far? It said 'error at line 11', ok. Now, when I open the .map in VIM, there are 6 blank lines before that starting snippet. If it counts that, then the error is in
"light_geometry_scale" "32.0"
but if it's not counting that, then the error is on a line that is just a bracket, so that doesn't make a ton of sense.
I am very confused by this.
Also, I made sure that QuArK is set NOT to use floating-point (in the options, I turned that off as per instructions). However, could someone share a snapshot of what their QuArK install looks like, options-wise? Am I missing something obvious again?
01/06/2003 (12:31 pm)
Here's a snippet from the .map file.{
"classname" "worldspawn"
"detail_number" "0"
"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"
{
( 512 -256 -512 ) ( 512 -768 -512 ) ( 100 -256 -500 ) friction_ramp_yellow -64 -159 -90 4 -3.21964
( 0 -256 0 ) ( 0 -256 128 ) ( 128 -256 0 ) friction_ramp_yellow 0 0 0 1 1
( 0 256 0 ) ( 128 256 0 ) ( 0 256 128 ) friction_ramp_yellow 0 0 0 1 1
( 0 0 -512 ) ( 0 128 -512 ) ( 100 0 -500 ) friction_ramp_yellow 0 0 0 0.78067 -1
( 0 0 -512 ) ( 128 0 -512 ) ( 0 128 -512 ) friction_ramp_yellow 0 0 0 1 1Is there anything OBVIOUSLY wrong with it thus far? It said 'error at line 11', ok. Now, when I open the .map in VIM, there are 6 blank lines before that starting snippet. If it counts that, then the error is in
"light_geometry_scale" "32.0"
but if it's not counting that, then the error is on a line that is just a bracket, so that doesn't make a ton of sense.
I am very confused by this.
Also, I made sure that QuArK is set NOT to use floating-point (in the options, I turned that off as per instructions). However, could someone share a snapshot of what their QuArK install looks like, options-wise? Am I missing something obvious again?
#18
01/06/2003 (12:40 pm)
Luc, not sure what the deal is with your config, but, fyi, the marble blast map2dif does accept floating point coords - actually, your maps will end up not processing correctly in some cases if you have floating point off. This is most likely not the source of your config problem though.
#19
I am going to see if there's anything in the installation instructions/setup tutorial that I'm missing. But I've been through it a dozen times already. :(
I mean, this is just like the duplicator thing -- you wouldn't know unless someone told you. Only worse, because THAT info is common to anyone that uses QuArK, but reasons why something isn't exporting is specific to the torque dif plugin.
01/06/2003 (1:04 pm)
Yeah, I changed it but it didn't do any good.I am going to see if there's anything in the installation instructions/setup tutorial that I'm missing. But I've been through it a dozen times already. :(
I mean, this is just like the duplicator thing -- you wouldn't know unless someone told you. Only worse, because THAT info is common to anyone that uses QuArK, but reasons why something isn't exporting is specific to the torque dif plugin.
#20
I am dumb.
I forgot to specify "Valve 220" in config. I forgot that I installed Quark into a new directory for use with Marble Blast, so I must have missed that when reconfiguring it.
Thanks for the help, though, especially on the 'disassociate duplicators' thing. Now let's see if this bad boy works.
01/06/2003 (1:14 pm)
Oh duh.I am dumb.
I forgot to specify "Valve 220" in config. I forgot that I installed Quark into a new directory for use with Marble Blast, so I must have missed that when reconfiguring it.
Thanks for the help, though, especially on the 'disassociate duplicators' thing. Now let's see if this bad boy works.
Torque Owner Nicolas Quijano
Thank you ;)