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Help on .dif Format...

by Sam Gray · in Torque Game Engine · 11/22/2008 (3:31 pm) · 4 replies

Ok, I modeled a tower, and textured it in Blender. Then using the plugin for Blender, I exported them model to .dts. I put the .dts model into the data/shapes folder and it worked fine, just like it was supposed to.

Then I tried using Torque Constructor. I imported the .dts file, and it displayed correctly. Then I did File>Export As DIF, then exported it right into the data/interior folder. It seemed to do it just fine. Then I launched Torque and tried placing the model on the map, and it just closes the program and says that Torque.exe has stopped working.

I don't know what I'm doing wrong, if anything. If someone could try to help me, I'd really appreciate it. If I need to give more information about something, just tell me, I'll be glad to tell you whatever you need.

#1
11/23/2008 (9:05 am)
If you loaded the tower into constructor as a .dts, it will not become part of the DIF structure. It only becomes a static model that's set within constructor. To convert a .dts into a .dif, you'll need to re-export the tower in Blender into a DIF format somehow. The best way to do this is to use the .map exporter for Blender and then load the .map into constructor. From there do the File>Export like you did.

Also, make sure you designed the tower with all convex-meshes or it will not properly export to .map or .dif.
#2
11/23/2008 (9:47 am)
Ooooh, alright. Thanks. I'll try that.
#3
11/23/2008 (10:04 am)
You can embed a .dts into a .dif - that is one of Constructor's features. I use that a lot in my own levels.

But from your description it sounds like you are trying to use Constructor to convert your .dts into a .dif. If that's what you had intended then follow Morrock's advice.

To embed a .dts into a .dif you will have to create a scene within Constructor and place the shape inside of it. Make sure you import it as a Static Mesh and not as a Reference shape. To properly export to .dts with the embedded mesh your .csx or .map file must contain at least one CSG brush. Normally I use this embedding feature to place furniture, props, etc into an interior.
#4
11/24/2008 (8:37 pm)
You can hide a small brush in the model. It may be lit in interesting ways by then engine, though.