You're telling the game to load your interior from base/data/shapes when your interior isn't even in there. It should be loading your interior out of the zip. Since the interior is in the same folder as the mission, you don't even need to specify a directory anymore. Here is a corrected mission file. I'll point out everything I changed after it, so you can see what I did.
//--- OBJECT WRITE BEGIN ---
new SimGroup(MissionGroup) {
new ScriptObject(MissionInfo) {
name = "Medieval build box";
saveName = "Medieval build box";
};
new MissionArea(MissionArea) {
Area = "-1376 -1664 3744 3328";
flightCeiling = "300";
flightCeilingRange = "20";
locked = "true";
};
new Sky(Sky) {
position = "336 136 0";
rotation = "0 0 1 90";
scale = "1 1 1";
materialList = "base/data/skies/sunset/resource.dml";
cloudHeightPer[0] = "0.349971";
cloudHeightPer[1] = "0.3";
cloudHeightPer[2] = "0.199973";
cloudSpeed1 = "0.0005";
cloudSpeed2 = "0.001";
cloudSpeed3 = "0.0003";
visibleDistance = "900";
fogDistance = "500";
fogColor = "0.580000 0.680000 0.940000 1.000000";
fogStorm1 = "0";
fogStorm2 = "0";
fogStorm3 = "0";
fogVolume1 = "0 0 0";
fogVolume2 = "0 0 0";
fogVolume3 = "0 0 0";
fogVolumeColor1 = "128.000000 128.000000 128.000000 -222768174765569860000000000000000000000.000000";
fogVolumeColor2 = "128.000000 128.000000 128.000000 0.000000";
fogVolumeColor3 = "128.000000 128.000000 128.000000 -170698929442160050000000000000000000000.000000";
windVelocity = "1 1 0";
windEffectPrecipitation = "1";
SkySolidColor = "0.600000 0.100000 0.600000 1.000000";
useSkyTextures = "1";
renderBottomTexture = "0";
noRenderBans = "0";
locked = "true";
};
new Sun() {
azimuth = "290";
elevation = "35";
color = "0.900000 0.900000 0.900000 1.000000";
ambient = "0.600000 0.500000 0.400000 1.000000";
position = "0 0 0";
locked = "true";
rotation = "1 0 0 0";
direction = "0.57735 0.57735 -0.57735";
scale = "1 1 1";
};
new TerrainBlock(Terrain) {
rotation = "1 0 0 0";
scale = "1 1 1";
terrainFile = "./Medieval build box.ter";
bumpTexture = "Add-Ons/Map_Bedroom/TTgrass01";
squareSize = "16";
bumpScale = "5";
bumpOffset = "0.0051";
zeroBumpScale = "5";
RepeatTerrain = "1";
};
new SimGroup(PlayerDropPoints) {
new SpawnSphere() {
position = "-449.377 350.528 151.778";
rotation = "1 0 0 0";
scale = "0.940827 1.97505 1";
dataBlock = "SpawnSphereMarker";
canSetIFLs = "0";
radius = "40";
sphereWeight = "1";
indoorWeight = "1";
outdoorWeight = "1";
locked = "false";
homingCount = "0";
lockCount = "0";
};
};
new StaticShape() {
position = "-360.059 348.352 210.929";
rotation = "0 0 -1 90";
scale = "112 76 76";
dataBlock = "glassA";
canSetIFLs = "0";
indestructable = "1";
};
new InteriorInstance() {
position = "-527.954 275.072 100.438";
rotation = "0 0 1 0.0791294";
scale = "20 20 20";
interiorFile = "./Medieval House1.dif";
useGLLighting = "0";
showTerrainInside = "0";
};
new TSStatic() {
position = "-115.042 374.328 80.412";
rotation = "0 0 1 205.874";
scale = "20 20 20";
shapeName = "base/data/shapes/Sharp_Trees/Trees/Oaks/Sharp_Oak02.dts";
};
};
//--- OBJECT WRITE END ---
I cut this out:
new ScriptObject() {
class = "WhoTalkSO";
textObj = "2855";
id0 = "3306";
count = "0";
};
I don't even know why it's here. I've noticed that using the duplicator while making a map will create a script object called duplicator, so maybe you're using some kind of chat mod or something.
I changed the file path:
bumpTexture = "./Map_Medieval Build Box/Map_bedroom/grass1";
You're trying to use a file located in C:/Program Files/Blockland/Addons/Map_Medieval Build Box/Map_bedroom. This directory doesn't exist. If you want to use a resource from another map, read above and see how I changed it. Also, the file grass1 doesn't exist so I took the liberty of changing it to TTgrass01, which is a real texture.
I changed the file path:
interiorFile = "base/data/shapes/Medieval House1.dif";
Your map is trying to use an interior in my base/data/shapes folder. I don't have a file there, it is located inside of the zip. See the previous comment.
Also, your model is extremely small. While this isn't a problem in itself, you should consider making your models really huge. Some of the stuff below may only apply to Quark and not Torque Constructor, but maybe you'll find it useful.
If you make an error on a tiny model and scale it to be 20 times bigger, your errors will be 20 times bigger.
If you make a huge model and it turns out to be too big, you can scale it down. Any errors you make won't get larger, they'll get smaller and even less noticeable.
When you are working on a tiny grid, you have less control over where the brush can go (since there is a minimum grid size) and you are more prone to making errors.
Scaling a texture up to fit over a huge interior is a lot easier and causes fewer errors than scaling a texture down to fit on a tiny brush.
It's easier to work with huge brushes and zoom out lots than it is to work with tiny brushes and zoom in.
Tiny grids stop being divisible by 2, you start having to work with numbers like .125 and .0625 instead of 128 64 and 32. I hate having to use a calculator to model something. Once I had to scale a brush by a factor of 1.00000134. You don't want to have to do that.