New to torque shader engine - need help
by Fredric Killmer · in Torque Game Engine · 09/09/2005 (9:27 pm) · 21 replies
I have downloaded tse and am wondering if anyone has a bare bones tse mission.
I want to learn the engine, but I want to start further back than where the fps or rts starts and I can't quite get the hang of getting a new mission to load. One that goes just far enough to load terrain and allows a camera to move around.
I have tse up and running and can run the gg demo just fine.
I am using vc71.
Thanks,
Rad
I want to learn the engine, but I want to start further back than where the fps or rts starts and I can't quite get the hang of getting a new mission to load. One that goes just far enough to load terrain and allows a camera to move around.
I have tse up and running and can run the gg demo just fine.
I am using vc71.
Thanks,
Rad
About the author
#2
I am going through all the posts. It is just taking a long time. And most of the posts I have seen are tutorials on the fps or rts starter kits.
I am also working through the 3D Game Programming All In One by Kenneth Finney. And that works OK for TGE.
I have run the fps.starter kit, and I have bought the rts.starter kit am am looking at that as well.
But now that I have purchased TSE, I felt it better for me to learn it than TGE. And the GG demo runs just fine.
I have also downloaded and run an fps.starter demo for TSE. It has a few missing parts.
And to make a long story short, and being new, I thought that if I could start with a blank slate so to speak, I could add something in my script and then see the results of that change.
Thanks,
Rad
PS: I have registered for the private forums. Lots of info there, sometimes it is overwhelming.
09/11/2005 (8:58 pm)
Thanks Stephen,I am going through all the posts. It is just taking a long time. And most of the posts I have seen are tutorials on the fps or rts starter kits.
I am also working through the 3D Game Programming All In One by Kenneth Finney. And that works OK for TGE.
I have run the fps.starter kit, and I have bought the rts.starter kit am am looking at that as well.
But now that I have purchased TSE, I felt it better for me to learn it than TGE. And the GG demo runs just fine.
I have also downloaded and run an fps.starter demo for TSE. It has a few missing parts.
And to make a long story short, and being new, I thought that if I could start with a blank slate so to speak, I could add something in my script and then see the results of that change.
Thanks,
Rad
PS: I have registered for the private forums. Lots of info there, sometimes it is overwhelming.
#3
Can you post what they are please? (so I can look in to them)
Thanks
09/11/2005 (9:04 pm)
Fredric, the starter.fps pack has some missing parts?Can you post what they are please? (so I can look in to them)
Thanks
#4
------ Build started: Project: buildWad, Configuration: Debug Win32 ------
Compiling...
main.cc
c:\torque\tools\buildWad\main.cc(16) : fatal error C1083: Cannot open include file: 'sim/frameAllocator.h': No such file or directory
Build log was saved at "file://c:\torque\tools\out.VC6.DEBUG\buildWad\BuildLog.htm"
buildWad - 1 error(s), 0 warning(s)
09/12/2005 (1:15 am)
This is one of them. I need to recompile the whole solution to find the others.------ Build started: Project: buildWad, Configuration: Debug Win32 ------
Compiling...
main.cc
c:\torque\tools\buildWad\main.cc(16) : fatal error C1083: Cannot open include file: 'sim/frameAllocator.h': No such file or directory
Build log was saved at "file://c:\torque\tools\out.VC6.DEBUG\buildWad\BuildLog.htm"
buildWad - 1 error(s), 0 warning(s)
#5
So I took it out of my build.
Rad
------ Build started: Project: opengl2d3d, Configuration: Debug Win32 ------
opengl2d3d - up-to-date.
------ Build started: Project: zlib, Configuration: Debug Win32 ------
zlib - up-to-date.
------ Build started: Project: Torque Lib, Configuration: Debug Win32 ------
Torque Lib - up-to-date.
------ Build started: Project: dtsSDK, Configuration: Debug Win32 ------
dtsSDK - up-to-date.
------ Build started: Project: glu2d3d, Configuration: Debug Win32 ------
glu2d3d - up-to-date.
------ Build started: Project: ljpeg, Configuration: Debug Win32 ------
ljpeg - up-to-date.
------ Build started: Project: lpng, Configuration: Debug Win32 ------
lpng - up-to-date.
------ Build started: Project: lungif, Configuration: Debug Win32 ------
lungif - up-to-date.
------ Build started: Project: max2dtsExporter Max3, Configuration: Debug Win32 ------
Linking...
LINK : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO' specification
Creating library .\../tools/out.VC6.DEBUG/max2dtsExporter_DEBUG.lib and object .\../tools/out.VC6.DEBUG/max2dtsExporter_DEBUG.exp
Build log was saved at "file://c:\torque\tools\out.VC6.DEBUG\max2dtsExporter_Max3\BuildLog.htm"
max2dtsExporter Max3 - 0 error(s), 1 warning(s)
------ Build started: Project: max2dtsExporter Max4, Configuration: Debug Win32 ------
max2dtsExporter Max4 - up-to-date.
------ Build started: Project: max2mapExporter, Configuration: Debug Win32 ------
Linking...
LINK : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO' specification
Creating library .\../tools/out.VC6.DEBUG/max2mapExporter_DEBUG.lib and object .\../tools/out.VC6.DEBUG/max2mapExporter_DEBUG.exp
Build log was saved at "file://c:\torque\tools\out.VC6.DEBUG\max2mapExporter\BuildLog.htm"
max2mapExporter - 0 error(s), 1 warning(s)
------ Build started: Project: ms2dtsExporter, Configuration: Debug Win32 ------
Linking...
LINK : fatal error LNK1181: cannot open input file 'dtsSDK_DEBUG.lib'
Build log was saved at "file://c:\torque\tools\out.VC6.DEBUG\ms2dtsExporter\BuildLog.htm"
ms2dtsExporter - 1 error(s), 0 warning(s)
------ Build started: Project: buildWad, Configuration: Debug Win32 ------
Compiling...
main.cc
c:\torque\tools\buildWad\main.cc(16) : fatal error C1083: Cannot open include file: 'sim/frameAllocator.h': No such file or directory
Build log was saved at "file://c:\torque\tools\out.VC6.DEBUG\buildWad\BuildLog.htm"
buildWad - 1 error(s), 0 warning(s)
------ Build started: Project: texture2bm8, Configuration: Debug Win32 ------
texture2bm8 - up-to-date.
------ Build started: Project: Torque Demo, Configuration: Debug Win32 ------
Torque Demo - up-to-date.
------ Build started: Project: map2dif, Configuration: Debug Win32 ------
map2dif - up-to-date.
---------------------- Done ----------------------
Build: 14 succeeded, 2 failed, 0 skipped
09/12/2005 (2:00 am)
Joseph, here is the whole build. I had forgotten the other one was for studio max (I don't have).So I took it out of my build.
Rad
------ Build started: Project: opengl2d3d, Configuration: Debug Win32 ------
opengl2d3d - up-to-date.
------ Build started: Project: zlib, Configuration: Debug Win32 ------
zlib - up-to-date.
------ Build started: Project: Torque Lib, Configuration: Debug Win32 ------
Torque Lib - up-to-date.
------ Build started: Project: dtsSDK, Configuration: Debug Win32 ------
dtsSDK - up-to-date.
------ Build started: Project: glu2d3d, Configuration: Debug Win32 ------
glu2d3d - up-to-date.
------ Build started: Project: ljpeg, Configuration: Debug Win32 ------
ljpeg - up-to-date.
------ Build started: Project: lpng, Configuration: Debug Win32 ------
lpng - up-to-date.
------ Build started: Project: lungif, Configuration: Debug Win32 ------
lungif - up-to-date.
------ Build started: Project: max2dtsExporter Max3, Configuration: Debug Win32 ------
Linking...
LINK : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO' specification
Creating library .\../tools/out.VC6.DEBUG/max2dtsExporter_DEBUG.lib and object .\../tools/out.VC6.DEBUG/max2dtsExporter_DEBUG.exp
Build log was saved at "file://c:\torque\tools\out.VC6.DEBUG\max2dtsExporter_Max3\BuildLog.htm"
max2dtsExporter Max3 - 0 error(s), 1 warning(s)
------ Build started: Project: max2dtsExporter Max4, Configuration: Debug Win32 ------
max2dtsExporter Max4 - up-to-date.
------ Build started: Project: max2mapExporter, Configuration: Debug Win32 ------
Linking...
LINK : warning LNK4075: ignoring '/EDITANDCONTINUE' due to '/INCREMENTAL:NO' specification
Creating library .\../tools/out.VC6.DEBUG/max2mapExporter_DEBUG.lib and object .\../tools/out.VC6.DEBUG/max2mapExporter_DEBUG.exp
Build log was saved at "file://c:\torque\tools\out.VC6.DEBUG\max2mapExporter\BuildLog.htm"
max2mapExporter - 0 error(s), 1 warning(s)
------ Build started: Project: ms2dtsExporter, Configuration: Debug Win32 ------
Linking...
LINK : fatal error LNK1181: cannot open input file 'dtsSDK_DEBUG.lib'
Build log was saved at "file://c:\torque\tools\out.VC6.DEBUG\ms2dtsExporter\BuildLog.htm"
ms2dtsExporter - 1 error(s), 0 warning(s)
------ Build started: Project: buildWad, Configuration: Debug Win32 ------
Compiling...
main.cc
c:\torque\tools\buildWad\main.cc(16) : fatal error C1083: Cannot open include file: 'sim/frameAllocator.h': No such file or directory
Build log was saved at "file://c:\torque\tools\out.VC6.DEBUG\buildWad\BuildLog.htm"
buildWad - 1 error(s), 0 warning(s)
------ Build started: Project: texture2bm8, Configuration: Debug Win32 ------
texture2bm8 - up-to-date.
------ Build started: Project: Torque Demo, Configuration: Debug Win32 ------
Torque Demo - up-to-date.
------ Build started: Project: map2dif, Configuration: Debug Win32 ------
map2dif - up-to-date.
---------------------- Done ----------------------
Build: 14 succeeded, 2 failed, 0 skipped
#6
Thanks,
Rad
------ Build started: Project: ms2dtsExporter, Configuration: Debug Win32 ------
Linking...
LINK : fatal error LNK1181: cannot open input file 'dtsSDK_DEBUG.lib'
Build log was saved at "file://c:\torque\tools\out.VC6.DEBUG\ms2dtsExporter\BuildLog.htm"
ms2dtsExporter - 1 error(s), 0 warning(s)
09/12/2005 (2:03 am)
Ooops, it was for milkshape, and I do use milkshape.Thanks,
Rad
------ Build started: Project: ms2dtsExporter, Configuration: Debug Win32 ------
Linking...
LINK : fatal error LNK1181: cannot open input file 'dtsSDK_DEBUG.lib'
Build log was saved at "file://c:\torque\tools\out.VC6.DEBUG\ms2dtsExporter\BuildLog.htm"
ms2dtsExporter - 1 error(s), 0 warning(s)
#7
09/12/2005 (2:43 am)
Neither of those things are important to get TSE to run, and the TGE art exporters for DTS are fully compatible with TSE... Seems like this isn't really a big deal in terms of you being able to use and compile TSE? (Yes, it should get cleaned up at some point.)
#8
Rad
09/12/2005 (5:40 am)
TSE compiles and runs fine. The reason for my post was to see if there was a bare bones mission for TSE. I am having a hard time removing things from the TSE demo, and or putting things in as I start out with no scripts at all. And that is just me and my learning curve.Rad
#9
09/12/2005 (6:00 am)
Compile errors are nothing to do with the starter kit.
#10
09/12/2005 (6:49 am)
True. And I did get sidetracked from my original post. What I was looking for is a starter mission that will run with the TSE as downloaded from GG. And I cannot find one. As I said before, it is my learning curve that is the problem here, but it would have been nice to have a bare bones mission. One without Kork running around. One that simply loads a terrain and a camera. No assets at all.
#11
09/12/2005 (9:37 am)
No, there is no out of the box "minimal mission" for TSE (nor is there one for TGE actually), but there are quite a few posts about stripping down the TGE mission, as well as some resources (look at the Min App ones) that talk about how to accomplish what you are looking for.
#12
09/12/2005 (12:29 pm)
Actually there is - the "terrain_water_demo" is very minimal - just a shadered cube, a couple simple .dif shapes, terrain, and water. Very, very simple. It's checked into the TSE head.
#14
09/12/2005 (12:44 pm)
Good point Brian--thanks! I had forgotten about that one.
#15
This is from trying to run the terrain_water_demo... It probably has nothing to do with the terrain_water_demo not running, but I don't know where to go looking for the call of the missing file.
I suppose it is from a much earlier script
Compiling common/ui/defaultProfiles.cs...
Loading compiled script common/ui/defaultProfiles.cs.
+++Entered common/ui/defaultProfiles.cs
+++Leaving common/ui/defaultProfiles.cs
Missing file: common/ui/windowsDefaultProfiles.cs!
Loading compiled script common/ui/ConsoleDlg.gui.
+++Entered common/ui/ConsoleDlg.gui
09/12/2005 (5:30 pm)
I have a question. Looking at the displays I put in the scripts, how am I supposed to find out where the "Missing file:" is being called from?This is from trying to run the terrain_water_demo... It probably has nothing to do with the terrain_water_demo not running, but I don't know where to go looking for the call of the missing file.
I suppose it is from a much earlier script
Compiling common/ui/defaultProfiles.cs...
Loading compiled script common/ui/defaultProfiles.cs.
+++Entered common/ui/defaultProfiles.cs
+++Leaving common/ui/defaultProfiles.cs
Missing file: common/ui/windowsDefaultProfiles.cs!
Loading compiled script common/ui/ConsoleDlg.gui.
+++Entered common/ui/ConsoleDlg.gui
#16
09/12/2005 (5:52 pm)
Have you tried grepping the source for the filename? (windowsDefaultProfiles.cs?) It ought to narrow you down quickly to one or two places in the script source to consider.
#17
09/12/2005 (6:41 pm)
Well, I am not running on unix, but I do use a program called Finders/Keepers that is a gui search engine. The curious thing is that the only place it finds (windowsDefaultProfiles) is in the console.log. Very curious indeed.
#18
09/12/2005 (9:12 pm)
Maybe it's taking the OS and concatenating it with DefultProfiles to generate a file name from script?
Torque 3D Owner Stephen Zepp