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How to create a new mission for a new Mod

by Jorge Luis Gandulfo · in Torque Game Engine · 08/29/2005 (10:02 pm) · 8 replies

I dismembered all the scripts structure to leave the Common directory behind, and i just got 2 directories now Client and Server, in a directory called Game.

Well my problem is that i can create a new mission and delete all the Objects from it, but i cant get rid of the terrain texture file data that is stored in the .Ter files, so when i copy this empty mission to my new mod folder it simply won't work, couse it have stored paths pointing at starter.fps locations.

As this files are binary i didn't find a way to edit em manually, is there a way to create an empty mission for my new MOD game?

#1
08/30/2005 (2:44 am)
Delete the paths and add your own paths to the textures and resave the mission .
#2
08/30/2005 (9:31 am)
I wans't able to do that, is there a tutorial no how to do that? couse i couldn't find any option in the Terrain Editor to delete the Texture Paths
#3
08/30/2005 (3:16 pm)
What are the errors you are getting in the log? That should tell you what you are missing, or have put in the wrong place.

Edit: expanding on that - once you know what you are missing, create some temporary jpg's (or png etc) with the same name, put them in the right location, then load up the mission and delete them from inside the mission editors terrain tools.
#4
08/31/2005 (1:18 am)
The problems is that the paths get totally confused to something like game/client/data/missions/starter.fps/data/missions

And all the 5 or 6 textures a mission have give dozens of errors each with similar or differents path each one.

I will try to satisfy each error path location creating the required paths, but its totally ilogical..

Note: as for deleting the texture path, it would be easier to delete the source textures, but i couldnt find a way, i can only replace it with another texture, but i never find a way to delete a texture to clear it.
If somebody can explain that to me, i wouldn't have to mind on getting the errors paths fixed.
#5
08/31/2005 (2:36 am)
I just took the mission and terrain file of a test mission I had, copy and pasted it into a clean compiled demo, and it loaded fine. The textures were missing, but you just open up the terrain painter and reload their paths.

I'm not really getting what your problem is.

Edit: OK I had a further play around, and if I'm still off base, you may need to explain it further. This is what I'm guessing you need to do.

Open your mission up - the missing textures to the terrain won't be the problem if its not starting. I just deleted all my textures and ran mine just to make sure, and it still ran, it just had no textures.

Now, click on F11 to open the World Editor, then click F8 or select Terrain Texture Editor from the Window Menu.

Look at what paths you have there, if they are incorrect, or you are not using them, delete them. Then click on Add Material, and add in the ones you are using. Now select the textures you just added and click apply.

Now if you then click on the Terrain Texture Painter, any remnants of textures you used in the past should be gone. No more empty spots referring to textures that don't exist anymore.

I hope this is the solution to your problem.
#6
09/01/2005 (12:49 am)
Here is the error im getting.

Btw i tried to copy empty missions from Demo, Starter.FPS, Starter.Racing, and Tutorial.Base folders, all with the same results.

The only place were there is a path i can't modify is inside the .Ter File itself.

www.he-labs.com.ar/birdman/screens/torqueerror.jpg
#7
09/01/2005 (2:20 am)
Well it looks like it's not your terrain file thats the problem. Your mission will load without the textures defined in the terrain file.

What is the mod you are trying to load up? looking at the initial mission its "game"? Then you are executing scripts that are asking for files in game and lots of things are broken.

This is what I would do:

Take a clean install, drop your mission and terrain file into starter.fps/data/missions/ and add any necessary files associated with your mission into their respective starter.fps/data folders.

If you start up Torque now, the starter.fps will start up, you can select "Start Mission" and a box will pop up with Stronghold and your mission, select it and play it.

Once you've established its working, then go and delete all the stuff you don't need, like demo, show, starter.racing and tutorial.base. You can then rename starter.fps to game or whatever you want, and fix a few of the paths that break.
#8
09/01/2005 (1:08 pm)
I found out the problem im having is related to game versioning or connection issues.

If i change the server name or game package names, i can't log in to the dedicated server anymore, and i receive all that errors i described before.

Im sure im missing something here, but i cant tell, about the missions, it seems to work fine, but i was testing all in a totally modified and unified project, so basicilly i got confused on what the error really was.

Anyway im still trying to fix this thing.

Even if i get the original code of Starter.Racing, and only modify the foldername to for example Game, and change all the script code replacing FPS Starter Kit with Game for example, it still won't work, does something of this resides hardcoded within the exe?, couse i don't know why this still isn't working.

Edit: The problem seems to be when you change the package name in this lines:

package FpsStarterKit {
}; // Client package
activatePackage(FpsStarterKit);

If i change this and the Server Name Variable in all the scripts my client won't be able to log in the Dedicated server and i will be getting all the errors described before.