Game Development Community

Tlk Map2dif

by Eric Forhan · in Torque Game Engine · 10/11/2006 (1:22 pm) · 7 replies

Is there anywhere I can download the TLK version of Map2DIF?

#1
10/11/2006 (7:10 pm)
As far as I know it the same one that you use with TGE.
#2
10/12/2006 (9:00 am)
Hmm... I thought that the TLK map2DIF was different, as John had added a special entity for scaling light maps and ambient brush color.
#3
10/13/2006 (9:24 am)
Bump.

These changes don't seem to be in the latest map2dif.exe or map2dif_plus.exe. I have an older version of the TLK map2dif, but it's apparently broken.
#4
10/13/2006 (6:01 pm)
I'd like to know if this working and how to implement it.
Is it implemented from the DIF editor (eg: Quark)?

I'm really interested in self illuminated brushes.

On p13 of the TLK 1.4 Modeller's guide it says...

TLK Entities

TLK adds a new entity type to map2dif called sgLightingScaleEntity, which is a brush entity
(similar to the portal entity, it's applied to a brush) that changes the brush's light mapping
scale (how large or small its light maps are) and can add self-illumination to the brush.

Changing the lighting scale per-brush can place as much or as little lighting detail right where
it's needed. For instance, to place a highly detailed brush right where a shadow falls, or a
very low detail brush where no lighting is visible.
#5
10/16/2006 (10:02 am)
It doesn't appear to be working with stock map2DIF or map2DIF_plus.

I'm curious if I'll be able to use the new entity with detail brushes. I still haven't been able to obtain a copy, so I can't yet test.
#6
10/16/2006 (12:55 pm)
Hi guys,

Heres the latest TLK map2dif (1.4): www.synapsegaming.com/content/linkedimages/map2dif.zip
#7
10/16/2006 (1:52 pm)
Thanks John.

self_illumination_color seems to only be working sporadically. For example, on the standard QuArK torque building if I delete the portal and use the entity on the floor brush, it colors all the sides but the top (which doesn't get any extra self-illumination at all).

I was hoping to be able to use this so I could have one style of texture that I could color various ways --rather than having several textures that only differ in color. But, it may just not be possible.

-Eric