TSE Starter.fps download
by Joseph Euan · in Torque Game Engine Advanced · 08/19/2005 (6:09 pm) · 183 replies

I got the starter.fps folder ported over to TSE (TSE water and Atlas are working in the starter.fps as well), and I wanted to upload it for people to play around with/use if they want too...
Update:
v1.3 for TSE projects using MS2 or below "here" (23MB)
v1.3.5 for TSE projects using MS3 "here" (18MB)
(the file size is smaller because I used a better compression setting)
More details of v1.3 and v.13.5 can be found here www.garagegames.com/blogs/18010/10218
You can find links for the older versions on my .plan
At the moment it contains 2 maps....
Stronghold: just the same old stronghold mission, but with the TSE water.
Simple testbed: Just TSE water and Atlas terrain, it has 2 platforms and an AI player running around...



About the author
#122
08/19/2006 (12:54 am)
BTW: Is the starter.fps pack up 2 date for MS 3.5? Didn't try it for a long time, but it is a really worth resource for rapid prototyping to have the starter.fps.
#123
08/19/2006 (4:36 am)
There are a couple minor things you need to change, thing it's documented in this thread though. It still works, just some minor changes.
#124
08/20/2006 (7:40 am)
As soon as MS4 is released, Im going to do a fresh port of the starter.fps pack...
#125
ok, so i got tse compiled, downloaded the starter.fps for it and everything runs nicely!
both demos (demo, terrain_water_demo) work fine for me, and lives good
except that when i tried to add the knot or any mesh for that matter, the shaders for it werent applied,
i saved and reloaded, but no effects.
in the demo, the knot renders perfectly, but when i add it by the world creator,
it looks like the knot posted by Outline Interactive on Sep 25, 2005 11:30 (its half-way to the top in this post)

any ideas how to fix it? it appears as if the shaders aren't applied to objects that were created witht he world creator
any help?
08/25/2006 (10:24 am)
Hi everyone!ok, so i got tse compiled, downloaded the starter.fps for it and everything runs nicely!
both demos (demo, terrain_water_demo) work fine for me, and lives good
except that when i tried to add the knot or any mesh for that matter, the shaders for it werent applied,
i saved and reloaded, but no effects.
in the demo, the knot renders perfectly, but when i add it by the world creator,
it looks like the knot posted by Outline Interactive on Sep 25, 2005 11:30 (its half-way to the top in this post)

any ideas how to fix it? it appears as if the shaders aren't applied to objects that were created witht he world creator
any help?
#126
if so, could you tell me how, i have no clue
also, now the knot is all yellow with no Texture written on it:S
09/01/2006 (9:02 pm)
Dave MacIsaac, i have the same rendering as you have, did you get it resolved?if so, could you tell me how, i have no clue
also, now the knot is all yellow with no Texture written on it:S
#127
but the terrain rendering is normal, then on my compiled version, i get these tree renders as Dave MacIsaac did.
so how can it be a problem with an invalid size if both levels are the same except that once i use a precompiled version (its all good), and then on my version its all messed up?
09/02/2006 (8:21 am)
I checked, and on a precompiles version of tse, everything is fine (except the knot problem) but the terrain rendering is normal, then on my compiled version, i get these tree renders as Dave MacIsaac did.
so how can it be a problem with an invalid size if both levels are the same except that once i use a precompiled version (its all good), and then on my version its all messed up?
#128
As for a precompiled version, Tom, are you using one from the demo?
The demo is old compared to the current source versions (pre ms3 I believe) and so would have older versions of atlas and so on.
I'm going to attempt a release version (been using only debug versions) and see I can see anything different. (doubt it)
09/02/2006 (9:35 am)
I get the same graphic problem as well.As for a precompiled version, Tom, are you using one from the demo?
The demo is old compared to the current source versions (pre ms3 I believe) and so would have older versions of atlas and so on.
I'm going to attempt a release version (been using only debug versions) and see I can see anything different. (doubt it)
#129
09/02/2006 (9:37 am)
No mines not fixed!! I am waiting for the next MS4 release have no idea whats wring with this
#130
so i thought it has to be MS3.5, right? hmm,
if its an older version, it would explain why atlas seems to have rendering problems:S ok, that makes sense i guess you are right it must be an older version of atlas then, does that mean that the new atlas is having these problems because it might not be able to render the old terrain file properly?
this would make the most sense.
however, it still doesnt explain why all the test shapes (ie. the knot) seem to have no shaders applied to them when they are added through the world creator menu. do i need to do something special to make the shader render to a object? (like the knot renders wil the multiple shaders int he demo, but not when i try to add the knot (or any test shape) through the world creator in the terrain_water_demo
09/02/2006 (9:44 am)
The precompiled version came with the starter.fps v1.3.5 portso i thought it has to be MS3.5, right? hmm,
if its an older version, it would explain why atlas seems to have rendering problems:S ok, that makes sense i guess you are right it must be an older version of atlas then, does that mean that the new atlas is having these problems because it might not be able to render the old terrain file properly?
this would make the most sense.
however, it still doesnt explain why all the test shapes (ie. the knot) seem to have no shaders applied to them when they are added through the world creator menu. do i need to do something special to make the shader render to a object? (like the knot renders wil the multiple shaders int he demo, but not when i try to add the knot (or any test shape) through the world creator in the terrain_water_demo
#131
If I get time tomorrow, I'll start it up and try and sort out any problems I find. (can't promise anything though)
09/02/2006 (10:38 am)
I haven't tried the starter.fps pack with the latest TSE yet... I've been trying to hold off until MS4 gets released. (so I can do a new port)If I get time tomorrow, I'll start it up and try and sort out any problems I find. (can't promise anything though)
#132
Not all of the items have shaders (cross bow, health packs) but the graphic problem posted in dave macisaac's post is no longer there.
----
edit: spelled dave's name wrong. sorry
09/02/2006 (10:54 am)
Well, I did do a release build and I'm not getting the graphic problem in any of the 3 missions. Not all of the items have shaders (cross bow, health packs) but the graphic problem posted in dave macisaac's post is no longer there.
----
edit: spelled dave's name wrong. sorry
#133
david, how did you make a release build? (never paid attention how to do this)
edit:
i can only get tse_debug.exe
how can i get tse.exe (release build i presume)
09/02/2006 (11:01 am)
Hmm, i understnad that not all items have shaders, but im very sure that the knot has a shader, oh well, ill wait til ms4:)david, how did you make a release build? (never paid attention how to do this)
edit:
i can only get tse_debug.exe
how can i get tse.exe (release build i presume)
#134
Then in VS you can simply choose the release build option (solution configuration) in one of the toolbars.
I rebuilt the supporting libraries and then built the demo.
As epected it runs much faster too.
Note: since the latest TSE already has a vs8(2005) solution, its already done.
09/02/2006 (11:09 am)
I'm using VS Express. I followed the new instructions on TDN to get it running.Then in VS you can simply choose the release build option (solution configuration) in one of the toolbars.
I rebuilt the supporting libraries and then built the demo.
As epected it runs much faster too.
Note: since the latest TSE already has a vs8(2005) solution, its already done.
#135
09/02/2006 (12:01 pm)
No my is tse_debug.exe let me recompile as a release
#136
i cant seem to find the solution configuration :S arg, this is starting to make me mad!lol
ps: yay vs express rules!
09/02/2006 (12:05 pm)
Hmmi cant seem to find the solution configuration :S arg, this is starting to make me mad!lol
ps: yay vs express rules!
#137
09/02/2006 (12:31 pm)
Project/properties/configuration properties not using vs8(2005) don't have that set of options i am getting a link error any ways .
#138

You can also go to the Build menu and choose Configuration Manager and there is a similar drop down list in the top left of the window.
09/02/2006 (12:34 pm)
This is what I am talking about
You can also go to the Build menu and choose Configuration Manager and there is a similar drop down list in the top left of the window.
#139
ok
thank you very much, i changed it the way Dave described it, for some odd reason if you do it that way it doesnt change it.
thank you David!
09/02/2006 (12:37 pm)
Ohok
thank you very much, i changed it the way Dave described it, for some odd reason if you do it that way it doesnt change it.
thank you David!
#140
I had a link error when I first did the release build. It had to do with the ljep lib. I rebuilt that individually and then I was able build the release.
Don't know if that would help you.
09/02/2006 (12:43 pm)
Dave,I had a link error when I first did the release build. It had to do with the ljep lib. I rebuilt that individually and then I was able build the release.
Don't know if that would help you.
Torque 3D Owner J.C. Smith