Game Development Community

Lighting Pack

by John Kabus (BobTheCBuilder) · in Torque Game Engine · 05/03/2005 (8:01 pm) · 19 replies

Hello Lighting Pack community,

I've put together a couple of Lighting Pack updates based on user feedback. These will be available in the Lighting Pack release zip file in a week or so, however I'm making them available now for anyone who needs the updates.


Script Library Update

I've updated the Lighting Pack Script Library, which contains the Light Editor and server-side scripts, to support gui images other than the stock TGE images ('common/ui/darkScroll', 'common/ui/torqueCheck', 'common/ui/torqueMenu'). This allows you to move the images into a new location or to skin the Light Editor with your own window images.

If you're using the standard TGE window images in the default location you can safely ignore this update.

To install: unzip the update into '.../LightingPack/example/common/'.


Full TBE/GCC Support

I've updated the Lighting Pack make files to support TBE's 'Build All', allowing you to build Toque and its tools (previously only the Torque build would succeed).

To install: unzip the update into the main Lighting Pack/TGE folder ('SynapseGaming/contentPacks/LightingPack', which contains all of the Lighting Pack and TGE source).

To use TBE with the Lighting Pack:
-Copy the main Lighting Pack/TGE folder ('SynapseGaming/contentPacks/LightingPack', which contains all of the Lighting Pack and TGE source) to 'C:\Torque\'.
-Rename the newly copied 'LightingPack' folder to 'SDK'.
-Install TBE (reboot after it completes).
-Unzip the update into the 'C:\Torque\SDK\' folder.
-Open Eclipse and compile!


Lighting Pack Script Library Update

Lighting Pack Full TBE Support Update


Let me know if you have any questions or comments,

-John Kabus
Synapse Gaming

#1
05/04/2005 (9:28 am)
Thank you very much for this update! :-)
#2
05/05/2005 (7:33 pm)
I haven't been around lately but, I see even more good things have happend here since. Thank very much John!

Just so you know, Everything compiled fine!
#3
05/08/2005 (4:38 pm)
Has this been updated for the zip file that you download? I'm hoping to get the latest possible.

thanks
#4
05/09/2005 (3:13 am)
Not that I'm aware of! Simply download these 2 zips, the SGLP zip and TBE and off ya go! :-)
#5
05/10/2005 (2:45 pm)
Testing
#6
05/10/2005 (3:26 pm)
Test...
#7
05/10/2005 (4:07 pm)
Hi guys,

I haven't updated the Lighting Pack zip yet - I'm waiting until the final 1.3.5 push is made, which includes all of the updates to the code and docs. I'm trying to avoid multiple updates, so developers only have to sync up their code once.

These zips were provided for people who are having a specific problem (like custom window skins or TBE support), if you're not experiencing one of these problems you can safely ignore the updates and wait for the final 1.3.5 release.

-John
#8
05/10/2005 (4:13 pm)
Yeah, and I was asking with regards to when the FINAL version of 1.3.5 will be posted (with docs and everything). You've done an amazing job, and I just want to try things out when everything is complete, but i'm so excited. any estimate on the final push?
#9
05/10/2005 (4:44 pm)
It will be a few weeks before the final update is released.
#10
05/15/2005 (1:11 pm)
Thanks John!

The Instructions worked great!

Installed the updates!
Got the Beta1.3.5 up and running with TBE.(I dont have VC7)
I can get around with code - But Im not a C++ programmer,
so I was unsure of some of the statements spitting out of the Eclipse console.

Build All and the EXE was produced works great.
Looks so much better with lighting!!!

Thanx


Surge of MDNAMEDIA
#11
05/16/2005 (7:08 am)
Hi Surge,

I'm glad to here that making the Lighting Pack documents easy to use is one of my main goals, and the easier the better!

Thanks for the feedback!

-John
#12
05/23/2005 (1:08 am)
Surge is right - the Lighting pack just completely opens up the power of TGE. A complete doc set should come with it though. Everything for someone just starting out (like myself) but in saying that I appreciate all the hard work you have put into this! Thank you.
#13
05/23/2005 (10:09 am)
"A complete doc set should come with it..."

That's why the 1.3.5 download is labeled 'BETA' - the full updated docs are available for 1.3. Most people would rather have early access to the latest code than to wait around as the docs and marketing material are put together, and for everyone else the previous version is still available. Also check out the Release Notes, these go into detail about using the latest features (at least the big features).
#14
05/23/2005 (11:06 am)
Quote:Most people would rather have early access to the latest code than to wait around as the docs and marketing material are put together

Completely agreed... in fact you Release Notes are very detailed, more than one can ask for :)
#15
09/26/2005 (3:36 pm)
Hey John,
I just finished patching 1.3.5 into my TGE 1.3 engine.
Everything seems fine as far as the .exe is concerned but I'm having a problem with the scripts portion.
This is the error in the console.log.

Compiling common/synapseGaming/contentPacks/lightingPack/sgDeployClient.cs...
Loading compiled script common/synapseGaming/contentPacks/lightingPack/sgDeployClient.cs.
Compiling common/synapseGaming/contentPacks/sgDeploy.cs...
Loading compiled script common/synapseGaming/contentPacks/sgDeploy.cs.
Compiling common/synapseGaming/contentPacks/lightingPack/sgDeployConfig.cs...
Loading compiled script common/synapseGaming/contentPacks/lightingPack/sgDeployConfig.cs.
Missing file: common/synapseGaming/contentPacks/lightingPack/gui/littleEndian/sgLightEditor.gui!
Missing file: common/synapseGaming/contentPacks/lightingPack/gui/littleEndian/sgLightEditorNewDB.gui!

Any ideas?

Ari
#16
10/08/2005 (10:00 pm)
I'm having the same problem as well....if i figure it out i'll try to post the solution.
#17
10/09/2005 (12:30 am)
I sent this as an email to John but i figured i would post it here to see if you guys have any idea of my stupidity :)

I just recently purchased the lighting kit. Almost everything has gone smoothly....i really have learned to love winmerge J Anyways I got all the source code changes in great. I also have all the scripts in as well. The problem I'm having is that the exec function in sgDeploy.cs is not finding the .sgo (pre-compiled) gui files. I realized from reading the forums that you removed the original source files cause people were distributing them and that's fine. I guess I'm just having trouble getting torque to find them. I have all the files in the correct directory tree such as the example in 1.3.5. The console output is as follows....



Loading compiled script common/synapseGaming/contentPacks/lightingPack/sgDeployClient.cs.

Loading compiled script common/synapseGaming/contentPacks/sgDeploy.cs.

windows

~/synapseGaming/contentPacks/lightingPack/gui/littleEndian/sgLightEditor.gui

Missing file: common/synapseGaming/contentPacks/lightingPack/gui/littleEndian/sgLightEditor.gui!

windows

~/synapseGaming/contentPacks/lightingPack/gui/littleEndian/sgLightEditorNewDB.gui

Missing file: common/synapseGaming/contentPacks/lightingPack/gui/littleEndian/sgLightEditorNewDB.gui!



I've been playing around with this for a couple hours. Even if I change the .sgo to a .dso file it still wont find it. I find that if I give a direct path to the files with full extension such as sgLightEditor.gui.sgo I get these errors



common/synapseGaming/contentPacks/lightingPack/gui/littleEndian/sgLightEditor.gui.dso Line: 1 - Syntax error.

>>> Advanced script error report. Line 1.

>>> Some error context, with ## on sides of error halt:

##

>>> Error report complete.



So obviously that's not the right solution. After more playing around I finally got the editors to start working kind of. What I did was download the 1.3.0 pack. From there I grabbed the sgLightEditor.gui file and placed it into the same directory as the little endian. I ran this and it compiled fine but it showed the old editor and created a dso. Note I didn't change any code just placed a file into the same directory as the .sgo. So next I removed the newly compiled .dso and renamed the .sgo from 1.3.5 as a .dso. This works and I can now see the new light editor. So what I'm guessing is happening is that it finds the file and it finds the .dso to have a newer time stamp so it loads this instead. But why would it say this file is missing if I don't have the original source file in? Just hope you can see something I'm obviously doing wrong.


On a side note I am running the enhanced telenet debugger written by Tom Spilman...I'm not sure if this is the problem...hopefully not.


Thanks,

Gimp
#18
10/09/2005 (8:01 am)
AAAHHHHHHHHH i feel like such an idiot. It turns out that didn't change consolefunc.cc and merge the differences. This allows there to be compiled files such as .sgo

DOH!

*On a side note....this file is not listed in the migration guide as one that needs to be changed...here is some of the list

bitRender.cc
blender.cc
blender_asm.asm
color.h
conf.GCC3.WIN32.mk
conf.UNIX.mk
createLightmaps.cc
createLightmaps.h
csgBrush.cc
csgBrush.h
editGeometry
#19
10/14/2005 (9:05 am)
Thanks for posting this, the bug in the docs is noted and will be resolved,

-John