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DR will not open .maps


Mortem Desino

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Whenever I try to open any map file (I can create and save them correctly), this is always the result: 0 brushes, 0 patches, and 0 ents. This is all the same, whether it was created in DR (in this case: proparrow scaling.map), or if it was created in QuArK (docks.map)

 

Both maps have nothing but plain geometry, and the only entities are lights and an info_player_start.

 

If it makes any difference, docks.map was originally for HL2, and I ported only the geometry and textures (No entities) to Doom3 via Quake Army Knife.

 

This is getting really frustrating, as I find DarkRadiant much easier to use than QuArK.

Edited by Mortem Desino

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"It more than likely is." said the man who is ever struggling to break his Worldcraft/Hammer habits.

 

"Please elaborate on the use of this worldspawn ent," he added, "so that I shall rejoice at the continuation of my project."

Edited by Mortem Desino

yay seuss crease touss dome in ouss nose tair

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He just means that every valid map should always have at least one entity in it (called worldspawn). I don't think it'll help you directly, though it might help a programmer to diagnose the fault.

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So you're saying you can open DR, make a tiny map real quick (just one room or something), save it as "mymapname.map", close DR, open DR, and you can't open that map file?

 

You might try a FULL fresh install of DR. To do this you uninstall DR, then go and delete the DarkRadiant folder that is within your C:/Documents and Settings/Owner (I think)/Applications folder (or something like that - I'm not at my own PC right now). Then when you install DR it will re-create that folder with the few files it uses. Worth a try :)

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Alright, it was a combined problem with worldspawns and a bad install (Now patches work! Yay!)

 

NOW my problem is how to tie a brush to a worldspawn in QuArK. It only wants to insert a worldspawn as a point entity, and I don't know how to tie it to a brush.

 

Otherwise, all my porting work is for NAUGHT! NAUGHT, I SAY!

Edited by Mortem Desino

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Ah, I can see the problem: the map you're trying to import is using the "old" format (brushDef). The Doom3 engine can understand this format, but DarkRadiant only knows the "new" formats (brushDef3). The difference is that the new format directly writes the plane equation for each face, whereas the old format defines the plane by three 3D points. DarkRadiant's parser cannot deal with that.

 

As the engine itself can handle these old brushDefs, I assume that DarkRadiant should be able to do this as well. It will take some changes to the brush parser, so don't expect this to be a 15-minute fix, but you can file an issue report on http://bugs.angua.at nonetheless.

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Thanks, greebo! I believe I know a workaround earlier on the long assembly line of porting; Yes, I will lose about a week of work, but at least the map will come into existence. Much obliged to all.

 

I don't want to have to give the team more work to solve such an obscure bug, so I may hold off the bug report.

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Still, please open the report, as it seems to be missing functionality. DarkRadiant is specialising on the D3 engine, it should be able to handle all maps that the engine can. You'll also get notified about the status changes of that issue, so that you'll know when it will be resolved.

 

Filing the bug report does of course not imply that I run off and fix it, so there's no danger of giving us more work. ;)

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