DIF/DeleD
From TDN
Prerequisites
First of all, you'll need to install a copy of DeleD. The free LITE version will work fine, although the PRO version holds more modeling features.
You'll also need the Torque Exporter plugin. The demo version is limited to exporting only 25 brushes, thus not suitable for doing anything substantial. The full version costs $74,95. To install it, unzip it into the plugins folders of your DeleD installation. After (re)starting DeleD, the plugin should be available through the Plugins menu.
Remarks
- DeleD is a generic poly modeler, not a brush modeler. This means that it is very easy to construct shapes that are not convex brushes. The Torque exporter (optionally) tries very hard to slice any non-convex shapes into convex brushes, but there are limits to what it can do. Sometimes, getting complex shapes to export properly requires a bit of trial-and-error.
- DeleD uses a different lighting model than Torque, so DeleD's lights are not WYSIWYG. However, you can set any light characteristics you like using the Tag/Properties of the lights, and the exporter will set those in the corresponding Torque lights.
A Quick Run-Through
I created a quick-and-dirty tower model in DeleD to demonstrate the usage. I used mostly simple shapes, making sure the export will run smoothly. Here is what it looks like in the Modeler:
Next, I selected Plugins -> Torque Exporter from the main menu. The Torque Exporter settings now appears:
I selected to output the tower to the towers\solidtower.map subfolder of the interior data of test.fps. Because I left the map2dif output folder blank, the exporter will export the .dif to the same location (default setting).
Pressing ok will start the export process. First, the exporter will preprocess the scene into a .MAP. Then, the conversion tool (map2dif) will be activated. The map2dif output will be displayed at the bottom of the exporter, so you can monitor whether the export went allright.
After succesfully exporting the .dif, I fired up TGE, fired up the world editor, and placed the new interior file in the scene. Here is what the tower looks like when placed in the very familiar FPS starter scene:
Granted, the actual model is a bit out of place, but at least it illustrates the process.






