MS4 and map2dif
by Erik Madison · in Torque Game Engine Advanced · 09/08/2006 (6:05 am) · 6 replies
I notice all the new lighting is in the braindead, excuse me, the _older_ map2dif. Is this going to be added to map2dif+ soon, or should we do it ourselves? I'm assuming Constructer will be using the new one, at least until it has its own built in...
About the author
#2
09/08/2006 (7:08 am)
Btw: which lighting scale entity features are you using (scale and/or self-illumination), and how are they working for you?
#3
09/08/2006 (7:54 am)
Actually, I haven't used either since the TLK for TSE beta Kevin and I did over a year ago :) I was just forward thinking....
#4
09/08/2006 (7:56 am)
So which is the recommended map2dif for use with TSE ms4?
#5
Dave, I use map2dif, but both work fine. The Lighting System features missing from map2dif+ are minimal (per-brush lighting scale, and self-illumination), so use whichever you feel more comfortable with.
09/08/2006 (8:48 am)
Yes, TLK for TSE has come a looooonnnng way hasn't it. I haven't seen the game in nearly a year and I'm looking forward to a few blogs or teaser shots (hint, hint :).Dave, I use map2dif, but both work fine. The Lighting System features missing from map2dif+ are minimal (per-brush lighting scale, and self-illumination), so use whichever you feel more comfortable with.
#6
09/10/2006 (10:20 am)
A major problem with not having map2dif+ updated with lighting is building structures with large number of surfaces.
Torque Owner John Kabus (BobTheCBuilder)
Map2dif+ hasn't been updated yet, mainly because a lot of the basic lighting system features were directly ported from TLK (which hasn't updated map2dif+ yet either). I'd like to get this stuff in for 1.0, however map2dif+ has a number of changes in the parsing and entity management departments, so I'm not sure of the time commitment yet - there are a lot of other higher priority updates that need to go in.
Constructor will have its own direct to dif export, so you won't have to worry about external utilities.