Torque Constructor incompatibility
by Nathan Cox · in General Discussion · 03/07/2009 (9:35 am) · 30 replies
Basically, I created a small cottage in Torque Constructor then exported to DIF. When I open it in game using editor nothing happens and I get this message:
Unable to read detail level 0 in interior resource
Unable to load interior: base/data/interiors/tallion/smallcottage.dif
common/editor/EditorGui.cs (1191): Register object failed for object (null) of class InteriorInstance.
I've tried exporting as Legacy DIF but I still get the same error.
Unable to read detail level 0 in interior resource
Unable to load interior: base/data/interiors/tallion/smallcottage.dif
common/editor/EditorGui.cs (1191): Register object failed for object (null) of class InteriorInstance.
I've tried exporting as Legacy DIF but I still get the same error.
About the author
#2
03/08/2009 (6:46 am)
Ok, I clicked export view and it shows nothing. Absolutely nothing. I'm starting to get worried that all my work has gone to waste...
#3
Have you tried map2dif?
Did you make sure that all textures used in your scene are also available to the .dif in Torque?
03/08/2009 (11:56 am)
The last person that I recall having that specific error was using an older version of Torque... but then I thought export to legacy dif would take care of that. Have you tried map2dif?
Did you make sure that all textures used in your scene are also available to the .dif in Torque?
#4
03/09/2009 (6:35 am)
Yes, i did all that. I even tried it with one or two other games made with Torque (that include the Mission Editor) and the models do not work. What could be wrong? Why is it not showing in export view?
#5
03/09/2009 (7:11 am)
Nate - what version of torque are you using?
#6
(This is TGE not TGEA)
03/09/2009 (11:02 am)
I believe the game im trying to mod uses torque version 1.5.2 or something...(This is TGE not TGEA)
#7
Because, and I quote from the Constructor/Viewports page on TDN:
03/09/2009 (11:11 am)
Quote:Ok, I clicked export view and it shows nothing. Absolutely nothing. I'm starting to get worried that all my work has gone to waste...
Why is it not showing in export view?
Because, and I quote from the Constructor/Viewports page on TDN:
Quote:Export: Requires that the "Generate Export Preview" command be run before displaying. Shows a variety of debug information depending on what lighting mode you select.
#8
03/09/2009 (11:16 am)
Quote:I believe the game im trying to mod uses torque version 1.5.2 or something...What game are you trying to mod? That may be the problem, especially if they modified anything that has to do with the interiors. Have you tried your dif in a plain (Demo) copy of Torque? You can type echo(getVersionNumber()); into the console and it will return the version number for you - as a four digit string.
#10
03/10/2009 (1:04 pm)
What game are you trying to mod?
#11
03/10/2009 (6:35 pm)
Sounds like it could be version 1.3. You should try exporting as "legacy dif"
#13
03/11/2009 (9:45 am)
Sorry - missed that. Perhaps blockland has changed their DIF format, so it's not modable. "legacy dif" should work all the way back to 1.3, but we have no way of knowing what they've done with their source code.
#14
03/12/2009 (2:11 pm)
But this is the thing. It hasn't worked in any Torque games i've tried, not just Blockland. When I click export view, nothing shows either. Are you sure I have even made it correctly? I've done like 10 models.
#15
03/12/2009 (2:25 pm)
This is a test DIF. I know it exports and works fine in TGE from 1.3 up and TGEA 1.7.1 and 1.8.1. Try it and let us know if it worked.
#16
You would have to share your Interior for us to know if it was created properly.
03/12/2009 (2:28 pm)
The export view will not show anything until you find "Generate Export Preview" in the menu and click that.You would have to share your Interior for us to know if it was created properly.
#18
03/14/2009 (3:06 pm)
whats up with that file host ? doesent want to let it be downloaded ...
#19
And not only is it generally risky to trust wild links like that one who could be pointing to anything on the other end, but most everyone i know personally would never be the fool to hit it, so your chance of help is thinned down considerably.
I value my workstation working JUST the way it is.
You could email me the file if you wish; porkcow@comcast.net
03/14/2009 (3:40 pm)
Would it be horribly rude to request a link directly to the actual archive? Last time I hit one of them 'download' sites, i was plucking bugs for days. As far as i know, 2shared is an advertisement "2shared our computer virus with you..." And not only is it generally risky to trust wild links like that one who could be pointing to anything on the other end, but most everyone i know personally would never be the fool to hit it, so your chance of help is thinned down considerably.
I value my workstation working JUST the way it is.
You could email me the file if you wish; porkcow@comcast.net
#20
I'll host it on my own site:
http://www.freewebs.com/tallion/tallion.rar
03/15/2009 (2:41 am)
Sorry, i just googled 'file upload' and that came up...I'll host it on my own site:
http://www.freewebs.com/tallion/tallion.rar
Krzysztof Szaton
I read once post on this forum - "Welcome in torque exporters world."
What can you do:
- download newest version( i use 1.0.51.. just download from GG and unzip to constructor folder, overwrite old files)
- try change export options(in System> Preferences>Export... those Epsilon values are sometimes very helpful)
- set one viewport to Export mode(default is Wireframe or Textured) and you will see how model will look in engine(are there missing poligons or something like that... but sometimes this Export mode lies).
- practice, practice.. ;)
Hope you find solution. Chris.