Game Development Community

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!
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#21
01/06/2003 (1:29 pm)
And also, it turns out that since my ramp was a nice smooth curve, when you look right up close at it the curve isn't smooth; the ramp is made up of individual brushes that overlap like shingles sometimes (because I wasn't using floating point!) It look nice from a distance, but of course it doesn't roll too well. :) I'll get it right eventually; I'm just jazzed about getting a dif in the game. w00t w00t!
#22
01/06/2003 (3:12 pm)
if you look closly at upward spiral you can see that the curves are individual brushes as well. I would love to see what you have done so far.Too bad there isn't a place to post this stuff for people to share stuff with.
BTW does anyone see a use for a teleporter object in game?

I have some code I wrote for tribes2 and I suppose it could be brought over easily.

another question for Mark :is there any reason I should not use worldcraft to make interios for MarbleBlast? and if I decide to keep using it, is there anything special I should do settings wise? also why did you decide to support quark for this game? do you think its better?
#23
01/06/2003 (6:12 pm)
I realized that my first ramp didn't have enough faces in the curve to be totally smooth, so I increased the subdivision to 12.

However, when I try to make a dif, MarbleBlastMap2Dif crashes with some sort of memory error. I get output that says I have like 54 faces 'orphaned'. I don't know what that means . . .
#24
01/07/2003 (2:46 pm)
Larry - as far as I know worldcraft should work for making geometry, but you probably wouldn't be able to do elevators, and you would have to add the start/end pads and powerups in the game editor, as these entities are defined in the QuArK config files. The reason QuArK was selected is because it is open source, whereas Worldcraft is proprietary (though free) and owned by Valve.

Luc - if you are trying to make pseudo curved surfaces, I would actually recommend trying the "Commands->Make Prism" tool in QuArK. It is quite flexible and you won't have the overlapping poly problems that you get with a lot of the duplicators.

Also, a lot of export errors can be fixed by using the "find microbrush" option in the search menu, and deleting them, this isn't needed nearly as much now that floating point is supported, but problems still occur if you do too many brush subtractions.
#25
01/07/2003 (9:03 pm)
I've had experience writing both .qrk and .fgd files. I'll see what I can do about porting the .qrk to .fgd tomorrow so it can be used in Hammer, as well.
#26
01/08/2003 (3:15 pm)
That would be great!!!
#27
01/08/2003 (8:26 pm)
Didn't get to it today due to a rather large intrusion by Real Life (tm). I'll get it done ASAP.
#28
07/22/2006 (6:14 pm)
Oh... my god...
#29
09/24/2007 (10:37 pm)
It isnt letting me get to the site. is something wrong?
#30
09/25/2007 (1:15 am)
Is this, like, the oldest bump yet?
#31
09/25/2007 (4:03 am)
No. Matan bumped it too. And the reason you can't download is because the site was taken down.
#32
09/25/2007 (2:00 pm)
I bumped it ages ago for a reason except the bumper before me probably deleted his post :/
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