Game Development Community

QuArK 6.3 output error (solution)

by Alex Swanson · in Artist Corner · 06/24/2002 (9:38 am) · 8 replies

Just for reference, if you are using the official version of QuArK 6.3 that has been released with Torque support, you may run into this error when attempting to export with map2dif:

Successfully opened map file: ./maps/newmap.map
Parsing mapfile...Error processing entity brushlist on or near line: ./maps/ne
wmap.map: 17Error parsing map file: ./maps/newmap.map

The solution is to change the output format to Valve 220 under configuration->torque->output map format

This simply seems to be a misconfiguration released under the latest version of QuArK.
Many thanks to Desmond Fletcher for finding the source of this problem.

#1
09/21/2002 (2:19 pm)
Thanks,

You answered my question with out even having to ask it! And thanks to Desmond Fletcher for great starter example.
#2
06/01/2004 (5:59 pm)
Nope, still does it for me. Maybe the option isnt applying? I exited and reloaded quark All this option did for me on the same map was change the line number of the error from 11 to 12. :(
#3
06/01/2004 (6:10 pm)
Ive even tried using an older copy of map2diff. I used a fresh build from the source and that still does it.

I feel like its not using the valve 220 solution for some reason. but it says it in the options. Ive added and removed that option 5 or 10 times now. Reloading quark too. Still no luck.

Think I am going to try other formats and see if any of them work. Who knows.
#4
06/01/2004 (6:23 pm)
Sigh.. Just did it on a totally fresh export from gamespace using the level exporter imported into quark. Of a just a cube no less. Still get that blasted error.

Can ANYTHING else be causing it besides lack of Valve 220? Is there anyway to check the map file to see what a Valve 220 map file should look like? I cant even tell if its using the option.
#5
06/01/2004 (10:24 pm)
You can open .map files with a text editor. Here is the .map file for a simple textured cube I made that converts fine.

// This map has been written by QuArK - Quake Army Knife, QuArK 6.4 alpha
// It is a map for the game Torque.
// For more information see QuArK's Home Page : http://www.planetquake.com/quark

// Entity 0
// worldspawn
{
"classname" "worldspawn"
"detail_number" "0"
"min_pixels" "250"
"geometry_scale" "32.0"
"light_geometry_scale" "32.0"
"ambient_color" "0 0 0"
"emergency_ambient_color" "0 0 0"
"mapversion" "220"

// Brush 0
// poly:p[1]
{

( -640 384 0 ) ( -640 -1152 0 ) ( 1920 384 0 ) Ceil1_1 [ 1.00000 0.00000 0.00000 32.00000 ] [ 0.00000 1.00000 0.00000 -32.00000 ] 0 20.00000 12.00000

( -640 -384 640 ) ( -640 1152 640 ) ( 1920 -384 640 ) Ceil1_1 [ 1.00000 0.00000 0.00000 32.00000 ] [ 0.00000 -1.00000 0.00000 -32.00000 ] 0 20.00000 12.00000

( -640 -384 0 ) ( -640 -384 1280 ) ( 1920 -384 0 ) Ceil1_1 [ 1.00000 0.00000 0.00000 32.00000 ] [ 0.00000 0.00000 -1.00000 0.00000 ] 0 20.00000 10.00000

( 640 384 0 ) ( 640 384 1280 ) ( -1920 384 0 ) Ceil1_1 [ -1.00000 0.00000 0.00000 32.00000 ] [ 0.00000 0.00000 -1.00000 0.00000 ] 0 20.00000 10.00000

( -640 384 0 ) ( -640 384 1280 ) ( -640 -1152 0 ) Ceil1_1 [ 0.00000 -1.00000 0.00000 32.00000 ] [ 0.00000 0.00000 -1.00000 0.00000 ] 0 12.00000 10.00000

( 640 -384 0 ) ( 640 -384 1280 ) ( 640 1152 0 ) Ceil1_1 [ 0.00000 1.00000 0.00000 32.00000 ] [ 0.00000 0.00000 -1.00000 0.00000 ] 0 12.00000 10.00000

}
}
#6
06/02/2004 (1:31 am)
Yours works fine.

I think ive figured out that my problem isnt with quark its with gamespace's way of generating stuff for quark.

I fooled around with gs's output options and now I am generation all kinds of different errors but atleast im not getting that error anymore.

I did find one solution, which is really dumb. If you set the output of gs's level exporter to Connected Search AND change it to QUAKE and not Torque and generate the map, then go to quark open and run the map export there THEN go in and edit it and take out the wad reference (and by the way light sources) THEN it works. At least for a simple cube.

Convoluted and stupid, I know. there has got to be a better solution then this.

Ill work on it more tomorrow. And start a new thread.

Thanks for your help. (the working poly gave me the inspiration to look closer at gs, I had totally not thought of creating a simple poly in quark to see if it was really quark. Bad brain on my part.)

Just dumb luck that my error was the same as the fix noted above.

I suspect the fix above fixed a problem i didnt even know about, just that the next problem to fix had the same error. Ugh..
#7
06/02/2004 (1:09 pm)
I don't have GameSpace, so I am not sure what the process is.

When you export from GS are you exporting as a Half-Life map, or as a Quake 2 map? If you export as Quake 2 you will need to use the "q 2" switch with map2dif, and remove light sources and .wad references. I think the Quake 3 "q 3" switch is not even working right now. These "q" switches do not support Torque entities, like lights, as far as I know.

If the exporter does not have a Torque .map export, your best bet would be to export a Half-Life .map. Or you can import your exported Quake .map without texture info into QuArK, remove any entities, cut/copy the brushes, switch to the Torque layout, then past the brushes. Export from there and your .map wil be in Half-Life format.
#8
06/08/2004 (5:55 am)
If you're using Ted S.'s exporter to Map format and then opening the file in QuArk; you will indeed get weirdness. Ted explained(in another post..)www.garagegames.com/mg/forums/result.thread.php?qt=18804 to me that it was not ment to be opened in that program afterwards, it was ment to run thru Map2diff directly. I was fooling with a simple cube in GameSpace, and had awful problems after moving the pivot point, after it worked moments before, and then again did work; once I didn't fool with it, hope that helps.