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2. Exporting workflow

Shock edited this page Jul 19, 2023 · 1 revision

TrenchBroom

When you are ready to export your map, go to File > Export and select Map.

You will then need to copy the .map file and all the textures you used (including the folders themselves if you used a subfolder structure) into a single directory with map2dif_plus.exe inside (i.e. next to the .map file).

Your folder structure should look something like this:

Map_Example/map2dif_plus.exe
Map_Example/example.map
Map_Example/example_textures/grass.png
Map_Example/example_textures/stone.png

When you have finished copying what you need, drag and drop the .map file over map2dif_plus.exe and it should spit out a .dif file for you to use in Blockland.

Even if you used a subfolder structure for your textures, the exporter will still normalize the paths to the root folder, so your .dif file and your textures will need to be next to each other for Blockland to see them correctly. For example, the finished folder structure (as in, what you would zip up for release) for the example above should look something like this:

Map_Example/example.dif
Map_Example/example.mis
Map_Example/example.txt
Map_Example/grass.png
Map_Example/stone.png
Map_Example/description.txt

Torque Constructor

Some users may want to do most of their mapping in TrenchBroom but make finishing touches and the final export via Torque Constructor. This is fine and should be fully supported (as well as going back and forwards between either program too).

Just open the .map file in Torque Constructor.

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