Game Development Community

[Solved]Layers are not ported from windows to iMac

by Landixus · in iTorque 2D · 08/31/2011 (2:04 am) · 17 replies

Be sure to use the right Versions together 1_4 is not 1_4_1
On the install i overseen this!





Hi,

when i make layers in Windows and save them, then i start the same project on my iMac and want
to use the layers but the layers are empty.

Any solutions for this?

I want to use Windows for Layers, because i can work faster with it :)


#1
08/31/2011 (8:35 am)
Are you talking about the layers for each object?
#2
08/31/2011 (8:39 am)
I mean the tilemaps
#3
08/31/2011 (9:02 am)
I mean this:
www.cos-clan.quakeit.de/nullLayer.JPG
#4
08/31/2011 (9:03 am)
I have a couple of questions that will help me solve your problem:

1. How do you port your project
2. Are there any warnings or errors in the console for the editor (press control + ~)
#5
08/31/2011 (9:13 am)
I work with Subversion.
I commit the Tilemaps on Windows to subversion.
Then i update the files over xcode4.

Then i open the project in mac.

I test both ways windows - mac <-> mac windows
The console in the editor is new from me, but nice to know now :)

Could not read from Stream..."blabla" for Tile-Layer Load.
t2dPhysics::loadStream() - Invalis Stream Header ID!
#6
09/01/2011 (11:11 am)
Some help please. :(
#7
09/01/2011 (11:28 am)
That's strange. I thought I had this resolved. Which version of iTorque 2D are you using?

I'll look into loading system to see if I can see the problem.
#8
09/01/2011 (10:30 pm)
iTorque 2D 1.4.1
and TGB Pro 1.7.5
#9
09/02/2011 (9:26 am)
Another question that can help us:
Are you going from TGB 1.7.5 (Windows) to iTorque 1.4.1 (Mac)?
#10
09/02/2011 (9:31 am)
yes, when i open with itgb it says unable to open project, so when i double click the project Icon then it opens with tgb 1.7.5


any workaround for me?

#11
09/02/2011 (10:28 am)
Are you seeing any errors in the console.log when opening the project to help us see where it might be failing?
#12
09/02/2011 (11:03 am)
Wait...just to make sure. Are you strictly using iTorque 2D? Or are you using the separate Torque 2D (TGB 1.7.5) product?

The two are not compatible with each other.
#13
09/02/2011 (11:14 am)
"The two are not compatible with each other."

so when i have a project in TGB 1.7.5 i cannot port to itgb 1.4.1?

Before i go on with my project, tell me is the following working, please:

I start on Windows a new Project in iTGB i use the same folder structure like "/game/data/tilemaps"
Then i create the Tilemaps there with the same images and save.
Can i copy then the files in there, to my MAC with the same structure?
And the tilemaps should appear correctly?

Thanks for your good nice support BTW!
#14
09/02/2011 (11:37 am)
^Do no the trick!

When i create a new tilemap in windows and want to reopen a tilemap
the tilemap are empty:

"Could not open file for tilelayer load"

now i am confused :)
#15
09/02/2011 (11:47 am)
Now is all clear!
I got it working, i can now make tiles on windows and Import to MAC

The reason for the Problem was the Error 001

So i am sorry, but i am happy that here are good guys to help for any problems with this software!
#16
09/02/2011 (11:52 am)
@Landixus -

Quote:so when i have a project in TGB 1.7.5 i cannot port to itgb 1.4.1?

I hate to be the bearer of the bad news, but you are correct. The serialization loading and saving code for binary objects like the tilemaps and particles got out of sync between the two engines. We had to add new fields to the class fields to improve performance for iOS devices. Effects you create with iTorque 2D will only work with version of iTorque 2D that share that serialization.

#17
09/02/2011 (12:03 pm)
@Landixus - Ah, I replied after your message. Good to see you have it resolved. Anyway, I'm glad you are happy with the support. Expect to see a lot more of us =)