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Hello, i've been trying for a while to get a map working here. I'm on a mac. I use MBMap2Dif. I open MBMap2Dif, and make a dif out of my .map. The .map is in a folder on my desktop. I put this in the marble blast interiors folder, but when i place it in game, all the textures are the white colour it uses to show, missing texture. I have also tried placing the .map in the interiors folder before converting, but the textures still won't show up. Thanks!
(sorry those that read this early i've forgotten to add like 3 details all fixed now i think)
Since he's on a Mac, we assume he uses v1.20, so it would be platinum/data/interiors/. But textures are not built into the dif files, so you need to put them in the interiors directory, as suggested. You only have to make sure that the ones you used are present in the interiors folder.
The texture are in the interiors folder. I opened the .dif file with text edit and then I opened an interior I know works to compare them.
I looked through the working one, and I saw an NULL TRIGGER thingy, and (important ->) then the texture name.
In my interior, it was missing the texture names.
In a more complex interior with multiple textures, such as dadealus1, I found this:
ADNULLORIGINTRIGGER
FORCEFIELD
pattern_cool2
grid_cool2edge_white2
edge_white
trim_warm2stripe_caution
grid_nuetral3
I think my interior is missing the textures in the code
I don't remember exactly how the Mac converter works but try making sure the textures are in the same folder as the map file and the converter app. If the .map file stores the texture names with a folder prefix, e.g. Platinum/mbu_edge_white2 then, for example, you might need to put all the textures used in a sub folder named Platinum of the main directory with the map and map2dif.
Oct 6, 2013, 10:59am, elnathan wrote:thanks for the support, i'll keep trying. nothing seems to have worked yet...
Try sending the file to PF. Maybe he'll be able to find out what's wrong. Also, don't forget to mention whether you use textures apart from MBG's and MBP's (and MBO, if you used to play it).
i am only using mbp textures, which are stored in: applications/marbleblast platinum.app/platinum/data/interiors
download link:
www.mediafire.com/?8r8eep3m1948323
I'm getting a vislink cannot be coplanar with node error. Cool looking level by the way. Try splitting the level into two maps with some curves in each. I use the original map2dif, not the modified map2dif+ so it might convert the level with that (possibly with graphics glitches from the geometry).
Try removing the texture album names in the map file using find & replace so the textures names are like mbu_edge_white2 instead of like marbleblastplatinum/mbu_edge_white2. If you have the textures literally in any directory of the app besides a subfolder within interiors/ they should show up in-game.
I heard vislink error.
QuArK can fix those pretty easily.
Thankfully I didn't need to go to that step. I converted your map just fine using M2D+ and I suspect that there are differences between Win/Mac for it if I had no problems/errors.
"matan, now i get what you meant a few years back when you said that "the level in mbg is beyond me" after the last rampage i noticed things were insane, and now i truly feel that too" - Dushine, 2015.
thank you IRD! i've also tried with perishingflames crossover tutorial, but i have a 10.5.8 mac laptop so it seems i will have to borrow a friends or something. thanks to you all!