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I've a problem with a .DIF file

by FUTURE SERVICE SRL · in Torque Game Engine Advanced · 03/24/2008 (10:50 am) · 19 replies

When I tried to import a .DIF file it appears an error signal (AppName: tgea.exe, AppVer: 0.0.0.0, ModName: tgea.exe, ModVer: 0.0.0.0, Offset: 001c6c40) and Torque has a crash system.
I've created the file with Maya 8.5 and afterthat I've imported it in Torque Constructor to create the final .DIF file.

Can I've some help from you?

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#1
03/24/2008 (1:09 pm)
How did you export it from Constructor (using what option)?
#2
03/24/2008 (4:41 pm)
I tried to export with Legacy TGEA DIF and Torque Game Engine Advanced (map2dif plus TGEA) but the result it's the same...
#3
03/24/2008 (6:21 pm)
Did you use the 1.04 update in the constructor forums? If not, try that one first, and see if you get the same result. If you do get the same result, look at the console (by hitting the tilde key) and see if you had any errors or warnings during the export, and report them back here.
#4
03/24/2008 (8:29 pm)
You may also be running into issues with the Maya .map exporter script creating invalid geometry.
#5
03/25/2008 (7:12 am)
I'm sure that the export from Maya is correct, because Torque import the file (if it's .DTS) without error, but if I change (from Constructor) the extension (.DIF) doesn't work. Now the warnings says:
with Legacy TGEA DIF "error exporting detail level 0. No brushes are defined. A brush is required when exporting to .DIF".
with Torque Game Engine Advanced (map2dif plus TGEA) says "no data to export", but the object are inside!!!
#6
03/25/2008 (7:34 am)
You have to have at least one brush to export to a DIF. Create a brush (even a small one to hide inside your DTS from Maya) and then try to export it with it with the base export to DIF option (not map2dif plus TGEA).
#7
03/25/2008 (7:53 am)
In maya the brush is the paint effectg, what do you mean with brush? Add detail, collision or so on...?
From Maya I export a DTS file to import in Constructor, is the better way?
#8
03/25/2008 (8:06 am)
You need to add the brush in Constructor, not Maya.
#9
03/25/2008 (8:14 am)
Ok, but I know Maya very well while with Constructor I've some problem, can you help me to add the brush because I don't find the right way...

thank you in advance
#10
03/25/2008 (9:23 am)
Create a cube in constructor and drop it somewhere in the map where it will not be visible. TGE requires a BSP tree to be able to render the map, and without a "brush" (a block), there will not be a tree.
#11
03/25/2008 (9:36 am)
I'm using TGEA, but I think that the solution it's same...
...now try this solution...
thank's
#12
03/25/2008 (9:55 am)
You can use the DIF's created with Export to DIF in TGEA. You don't have to use the old map2dif_TGEA version.
#13
03/25/2008 (10:09 am)
Because the old map2dif_TGEA doesn't work with the objects created with Maya...
Where can I download Export to DIF in TGEA?
#14
03/25/2008 (10:21 am)
About the previous solution...
...the solution of the "brush" does not solve my issue, because Constructor export the DIF file, but when I tried to import the DIF file in TGEA I found just the "brush" (a block) and my Maya object is disappears...
#15
03/25/2008 (12:33 pm)
Didnt want to create a new thread, but i also have problem exporting when i export as legacy tgea the file doesnt appear if i save it anywhere i've tried my docs, desktop ect still the same, i orginally thought it was a vista premission problem but i added full control to my user and still no saves.
#16
03/25/2008 (1:25 pm)
@Future
Why not import the DTS in the world builder for placement?
#17
03/25/2008 (1:26 pm)
@Anthony
Most likely something is going wrong with the export. Bring up the console with ~ to see if it exported correctly (and where).
#18
03/25/2008 (2:09 pm)
Sorry - I should have caught this earlier - What version of TGEA are you using? If you are using the older version (1.03) then you cannot have the DTS in a dif file (it doesn't export them). You have to use the new version to see the DTS objects.
#19
03/26/2008 (4:41 am)
That's Right!!!!!
The right solution is a mix of they suggests: insert an hide "brush" in the Maya object and then export from "export as DIF", NOT as "Legacy TGEA DIF" or "Torque Game Engine Advanced (map2dif plus TGEA)" because give error!!! Afterthat we can import our DIF file into to TGEA project.

Thank's for all