Game Development Community

GuiRadarCtrl TSE

by Chris Byars · in Torque Game Engine Advanced · 02/15/2006 (4:31 pm) · 25 replies

Would anyone care to port the old guiRadarCtrl to TSE? I've tried and tried and, you know me, I am clueless with C++. All that needs to be changed is those old DGL type things and the textureHandle stuff to match the new file structure and rendering code of TSE. Looks simple.. but I couldn't do it. :(

I beg, would someone please port this, please?

Thanks in advance.
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#21
08/01/2006 (12:25 pm)
Your procedure for adding it in is exactly how I added it in. Since I've never received this error, and I'm actually a novice myself, I found this thread which may help you.

My mission/map is pretty simple....terrain, couple of rocks, couple of items, and a small interior.
#22
08/01/2006 (3:14 pm)
Interseting. Juan, are you running a debug or a release build? I"m running a debug build and trying a release one now.

--- edit---

ok - doesn't crash when I run non-debug build, but I just get a white square where the map would be. Beats crashing! :D
#23
08/02/2006 (5:09 am)
I can run both release & debug without crashing. I don't know what I'd do if I were not able to run a debug version. Are you on MS 3.0 or 3.5? I'm using 3.0. Is your terrain Atlas and is it "different" in any way?
#24
08/02/2006 (10:08 am)
Ah - got it to work last night. I am using 3.5 and a port of the starter FPS game. I had been trying it out using the default map, which doesn't use Atlas2 terrain which is why I wasn't seeing any overview. Got some Atlas terrain in and now it works!

Still crashes though if I am running a debug version. I also get some asserts from Atlas2 as well.
#25
08/02/2006 (11:00 am)
Haven't tried it out on Atlas2 yet as we have yet to upgrade to 3.5....so I really don't know anything about Atlas2.
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