8 Things U should know when starting with DIFs
I have been thinking lately, that I have been working with DIFs for nearly 2 years… give or take a few months. I can still remember the first few days/months of battling my way through multiple tools (Quark, Cartography Shop, etc) all to try and achieve some level of artistic quality, precise placement and finally ease of use/production. Finally after loads of work with colleagues we finally got a stable pipeline for making DIFs from 3DS Max.
Anyway, pipelines aside.. there are some specific things you should remember when creating models that will eventually be converted to DIF. These 8 tips are general DIF & BSP production guides for the novice.
- Don’t expect to model meshes as you have previously in other 3D Apps. For example using welding, extruding and beveling!
- Complex shapes are built from simple primitive geometry like Cubes & Wedges…. its sorta like playing with Lego Blocks.
- These Simple Primitive shapes become known as Brushes.
- Brushes must be Convex.
- All faces on Brushes should always be Coplanar.
- All model information must be exported to a .map file before conversion to .dif. Its not one easy step.
- A texture ‘null.jpg’ can be applied to make a specific face or entire brushes invisible, but retain its collision properties. There are other special textures, forcefield.jpg, trigger.jpg and origin.jpg
- Multiple DIF models are much cheaper for Torque to render than multiple DTS meshes.
With these guides in mind, a great tool to use (which we incorporate into our pipeline) is Delgine. Its a handy tool for getting you into the production of DIFs and has a Torque Export Plugin.
Related Posts:
- Orphaned Polygons in Torque – Part 2 of 3
- XRef and My Workflow
- Orphaned Polygons in Torque – Part 3 of 3









Hola… hello I have a problem, I can’t find the max2map plugin that you write in your tutorial Luma Max to DIF Guide. My question is, if you have this version for max 7 or early, really thank´s your help.
PD Sorry for my english jejejej
Hi there…
I do not use a plugin for max called ‘max2map’.. the technique that I use is based on going out of max via .3ds files which are then converted in Delgine. There is a plugin for Max called GLB (latest version is 3.0), but I have not used this in a production environment at all.
Hope this helps… otherwise let me know!
Regards!