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loading a .map file

by Gary Roberson · in Torque Game Engine · 02/26/2009 (1:55 pm) · 5 replies

How do i load a *.map file in TGE 1.4?
Is there a special command?
Which .cs file would I use, or would I need to create my own .cs file?

#1
02/26/2009 (2:35 pm)
You don't actually load a *.map file into Torque. You would need to export your .map file to the .dif format - using map2dif or Constructor. In the case of Constructor, for use in TGE 1.4 you would need to export as a legacy .dif. Then place it (the .dif) and it's textures in the "~/data/interiors" directory. Your new .dif will then show up inside the Mission Editor(f11) in the "Interiors" Mission Creator(f4) tree.
#2
02/26/2009 (3:07 pm)
Thanks Michael. I have heard of the map2dif program. Where on GarageGames website would I find it?
#3
02/26/2009 (4:06 pm)
I can't find an actual GarageGames link now -- it used to be available on the Artist's page, but you might try here or here.

I do know that Constructor includes map2dif_plus, but I much prefer Constructor's "Export to Dif" over map2dif.
#4
02/26/2009 (4:09 pm)
Oh yeah! It's been removed from TGEa but I do remember that the map2dif/map2difplus source was included in the tools directory for the TGE SDK.
#5
02/26/2009 (6:08 pm)
Thanks again, Mike!