Game Development Community

BraveTree Tank Pack for TSE

by Kip Carr · in Torque Game Engine Advanced · 08/09/2005 (11:22 am) · 68 replies

Hi guys just trying to get an idea of what needs to be done to get the tank pack working. I have the tank pack now and followed all the insturctions but when i go to compile the code i am missing the whole dgl folder and that references some platformGL.h file which references more of those and etc.... I dont know what the dgl folder is for and I think the GL stuff is opengl but im not sure. I dont know what i need to do to get this working. Has anyone else had any luck getting it to work with TSE.

I am also interested in the extras pack, car pack, and sparrow pack. All of which i havent tried yet.
#21
08/18/2005 (1:32 am)
You could check visually by placing a small DTS shape at coordinate (0 0 0).
#22
08/18/2005 (5:30 am)
I fall so fast it is hard to tell. I will try to put something there and see if i can see it wehn i disengage the camera.

Ok.. I created a dts object once i hit alt+c to release the camera. I tried to do this as quickly as possible to get an idea of where i was.

If i do the world editor inspector on the new dts object i am at my spawn points origin plus a huge neg value (~900). I have changed my spawn point to be 500 and tried 10000 and still i spawn about the same point.

I also took the camera to above the ground and spawned a tank using the tank packs ctrl+c function to drop a tank. This tank did fall through the terrain. I dont know if i could just be getting the visuals after the tank has fallen through the ground.

So now i have a collision problem as well. I cant uncomment the simplepoly code without some major changes becuase it requires the dgl library and many other things.

Any ideas?
#23
08/18/2005 (4:48 pm)
I spent 10 mins yesterday fixing the Tank Pack for TSE and gave the code to Stephen. He should be in touch with you soon.
#24
08/18/2005 (5:13 pm)
Just a follow up on that...once Kip gets the changes in and working, we'll go over what had to be done here, or possibly make it a TSE only resource.
#25
08/19/2005 (10:53 am)
Thanks ya'll just picked up the tank pack.
#26
08/21/2005 (8:30 am)
How's it going with the changes for the tank pack to TSE? I'd really like to see what has to be done.
#27
08/21/2005 (12:05 pm)
While we wait.. I was wondering something. Can the M1 turret rotate 360'?

EDIT: I mean in real life.. not the pack model. I was just curious.
#28
08/21/2005 (12:12 pm)
They can in the army commercials
#29
08/22/2005 (6:03 pm)
I recently talked with a soldier who operated an M1 for years (was in Iraq until recently). Yes, they can rotate 360.
#30
08/24/2005 (8:45 pm)
Any news on TSE resource for Tank Pack migration?
#31
08/26/2005 (4:19 pm)
Is there any info on putting the tank pack into TSE, I've managed to get to the same point Kip was at, but I'm not really sure what to change, all the compiler errors are from the SimplePolyList::render(), section of code that are looking for gl stuff, can I just replace these with the gfx or D3D equivalents? and if so could you point me to the necessary file? Any help or ideas would be great. Thanks
#32
08/26/2005 (6:25 pm)
Just comment them out, SimplePolyList isn't used afaik except maybe for debugging.
#33
08/27/2005 (11:40 am)
They should just relaunch the Tank pack with TSE migration like the medieval weap pack.

Then granny in the existing users. I would like to see every pack made TSE compatible.
I'll buy more.
#34
08/27/2005 (2:12 pm)
Ok, SimplePolyList is commented out, now I get one of two things A) a tank with no terrain, by spawning as a tank or B) atlas terrain, but no tank when I want to spawn one. the log file shows no errors that have anything to do with either. What next?
#35
08/27/2005 (3:41 pm)
Are you sure the tank rendering code is working properly?
#36
08/27/2005 (3:58 pm)
Well, the tank renders when I set the player to start as a tank, but I lose the atlas terrain. I'm awful when it comes to reading c++, sorry, still learning.
#37
08/27/2005 (5:04 pm)
You've probably got a misbalanced transform in the render code or something similar that's making the terrain render way off in hyperspace.
#38
08/27/2005 (5:14 pm)
Cool, where should I look for this in the code to fix?
#39
08/27/2005 (6:21 pm)
Bump this trhead on Monday and I will post the code changes (it is really simple).
#40
08/29/2005 (4:06 am)
Sorry it took so long guys i was pulled off on several other things. I have tested the tank pack that was sent over and it seems everything is in working order. I cant disomount at the moment but i think that has to do with some scripting commands not being there. I can collide with Atlas terrain now and .dif files. I can also collide with other tanks so i am assuming that means any dts object.

Thanks again for the fix guys!!!