Game Development Community

having problems with .dif

by Devin D · in Torque Developer Network · 06/06/2009 (6:05 am) · 7 replies

I have been trying to export a simple cube from 3ds max to a .dif. Everything seems to go fine with the export, but when I go to place the .dif with the mission editor I get an error and torque closes. What am I doing wrong and how can I fix this?

#1
06/06/2009 (9:56 am)
The problem is that 3ds Max is not the preferred tool for DIFs. What kind of export procedure are you using.
#2
06/06/2009 (1:32 pm)
Im just getting started with modeling the difs with 3ds max, and if you are saying that it is not preferred then can you tell me which programs would be best for modeling .difs?

I am using a maxscript to export things to csx to be opend in constructer then exported to a dif.
#3
06/06/2009 (3:04 pm)
The dif format is brush based. 3dsmax is polygon based. 2 different animals. For difs, the prefered programs to make them in would be quark or constructor. (constructor is free here on GG)
#4
06/06/2009 (3:28 pm)
Ok cool thanks. As for the .dts format will i have problems exporting form 3ds max to a .dts for use in torque?

Also : I have tried creating a simple cube in constructer and exporting it to a .dif, but i keep getting an error and torque closes? What am i doing wrong?
#5
06/06/2009 (4:28 pm)
Yes, 3dsmax is actually a popular modeling app for making dts objects.

For the error, make sure your texture is in the same folder as your dif object.
#6
06/06/2009 (6:50 pm)
Thank you so much for all your help. I was finally able to place my exported test cube into torque.
#7
06/06/2009 (8:22 pm)
That's always the first step. Glad you got it working. :-)