Porting TGE to TSE
by Ron Barbosa · in Torque Game Engine Advanced · 09/07/2004 (8:04 am) · 7 replies
** Sorry...I noticed after posting. The subject should be Porting from TGE to TSE ** :)
Hey all...just bought the TSE yesterday. I haven't spent too much time messing around with it, but I did attempt to import a working interior (under TGE) into a new mission I created under TSE.
I get a message box with the following error message: GBitmap::getWidth: mip level out of range: (0,0). The box title is the failure point: Fatal: (c:\tse\engine\gfx\bitmap.h @ 155).
At this point, execution halts. So...a few problems, one problem is that the message box is obscured by the main game window. So it just appears to lock up. You have to alt-tab to Windows in order to actually see the error message. No big deal.
The other problem is that I'm not quite understanding why a previously working interior is not working now. Does this have something to do with the new materials system? Is TSE going to use new interior creation tools? I'm currently working with QuArK 6.3.
Does there exist a FAQ for some of the simpler (but perhaps finer) points of porting assets to TSE?
Thanks in advance!
--RB
Hey all...just bought the TSE yesterday. I haven't spent too much time messing around with it, but I did attempt to import a working interior (under TGE) into a new mission I created under TSE.
I get a message box with the following error message: GBitmap::getWidth: mip level out of range: (0,0). The box title is the failure point: Fatal: (c:\tse\engine\gfx\bitmap.h @ 155).
At this point, execution halts. So...a few problems, one problem is that the message box is obscured by the main game window. So it just appears to lock up. You have to alt-tab to Windows in order to actually see the error message. No big deal.
The other problem is that I'm not quite understanding why a previously working interior is not working now. Does this have something to do with the new materials system? Is TSE going to use new interior creation tools? I'm currently working with QuArK 6.3.
Does there exist a FAQ for some of the simpler (but perhaps finer) points of porting assets to TSE?
Thanks in advance!
--RB
#2
Does QuArK allow Torque and TSE to coexist? Or does the TSE exporter replace the Torque exporter?
Thanks again!
--RB
09/07/2004 (9:06 am)
Thanks, Greg...that is quite helpful. :)Does QuArK allow Torque and TSE to coexist? Or does the TSE exporter replace the Torque exporter?
Thanks again!
--RB
#3
09/07/2004 (9:09 am)
Rather than using the menus, you can use the TSE map2dif from the command line to compile your maps. Either that, or you could duplicate the Torque menu, rename it TSE, and replace the Torque map2dif location with the TSE one (that way, you'll have both available under a Torque menu and a TSE menu).
#4
09/07/2004 (9:20 am)
I tossed a copy of map2difGUI in TSEs interior directory, along with the new map2dif.exe. I can then do a quick re-compile of everything, without opening a command window.
#5
Sorry...I'm sure this is probably old hat to most here, but I'm still fairly new to QuArK. I'm scouring the docs now to see how to add a "game" but any info anyone has available would be helpful.
Thanks!
--RB
09/07/2004 (9:25 am)
Hey David...thanks for the reply. I had actually been thinking that I might be able to just copy the Torque item and add TSE as a separate "game" under QuArK. But when I go to the configuration and select Torque, I don't get a copy option. If I right click Torque, all menu options are greyed out.Sorry...I'm sure this is probably old hat to most here, but I'm still fairly new to QuArK. I'm scouring the docs now to see how to add a "game" but any info anyone has available would be helpful.
Thanks!
--RB
#6
I have some problems to compile the exporter map2dif...
Someone could send me the exporter? ;)
Thanks
12/21/2004 (4:50 am)
Hi,I have some problems to compile the exporter map2dif...
Someone could send me the exporter? ;)
Thanks
#7
If not you could just download the compiled tools
12/21/2004 (4:53 am)
There should be a compiled version in the new 1.3 install.If not you could just download the compiled tools
Torque 3D Owner Greg Hoffman