Game Development Community

Migration Help

by Tim Heldna · in · 01/24/2005 (4:40 pm) · 8 replies

Im really having trouble understanding the lighting pack migration guide
Im using C++6 as the compiler

The project I am starting freash what do I do?
do I just copy the files from the lighting pack into my torque directory replacing
the old files? It really dosent make it clear for a beginner when it comes to the code side of things.

#1
01/25/2005 (6:25 am)
Hi Tim,

If you're starting a new project using the Lighting Pack you don't have to do anything, all of the TGE and Lighting Pack source code is provided in the Lighting Pack release.

From the Migration Guide:

"If you are starting a new project based on the Lighting Pack you can skip the rest of this document and jump right into game development!"

I may be misunderstanding your question let me know if this is what you're looking for.

-John
#2
01/26/2005 (4:44 am)
I tried that and it didnt work, It took me a while to realise that the torque demo wasn't selected as the active project. Now i got it working but on compiling it is coming up with two warnings,

engine\interior\pathedInterior.cc(143) : warning C4700: local variable 'pathPos' used without having been initialized

engine\interior\pathedInterior.cc(301) : warning C4700: local variable 'pathPos' used without having been initialized

It dosent seem to have affected anything as yet but I was wondering if you know of the problem that is causing it?
#3
01/26/2005 (5:03 am)
Those are warnings, not errors. Your compiler/linker will let your step trough these if you have VC6 correctly configured.
I think it's configured that way by default.

The Lightingpack works fine with the new installation procedure and is MUCH easier to install than previously.
At least if you're starting out from scratch, which seems to be your case.
#4
01/26/2005 (6:55 am)
Hi Tim,

Those warnings are from the TGE source itself, and the same thing happens in a stock TGE SDK, so you can safely ignore those.


Hi Stefan,

How's it going?

"is MUCH easier to install"

Thanks! I try to make the Lighting Pack as simple to use as possible, and the latest release made it easy for anyone to pick up the Lighting Pack and start using it. Just download and compile!

-John
#5
02/23/2005 (5:16 am)
Hi John,

I want to merge Lighting pack into my existing project and not with fresh copy, can u suggest how and which files to attach from SGLP into my Torque project.

thanx.
#6
02/23/2005 (2:15 pm)
Sure thing. Check out the Lighting Pack Migration Guide, it explains the Lighting Pack's file layout, which tools to use (like WinMerge), and how to identify Lighting Pack specific code (the Lighting Pack is heavily commented for easy merging).

While performing the merge make sure to copy over all files and directories that only exist in the Lighting Pack's directory tree. WinMerge is very cool - not only does it show these files and directories, it also allows you to copy them to the directory tree that's missing them.

Let me know if this helps!

-John
#7
08/06/2005 (9:15 pm)
That link doesn't work...
#8
08/07/2005 (6:39 am)
Hi Paul,

The Migration Guide is now packaged up in the Lighting Pack 1.3.5 release (the current release), and is located in the main Lighting Pack / TGE folder. The latest Migration Guide is compatible with both versions 1.3 and 1.3.5 of the Lighting Pack, so you can download 1.3.5 for the guide and still use the 1.3 code if you want, but I do recommend using the 1.3.5 code because it has a ton of awesome new features and is solid as a rock.

Let me know if this helps!

-John