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.
I beg, would someone please port this, please?
Thanks in advance.
#22
--- 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
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
Still crashes though if I am running a debug version. I also get some asserts from Atlas2 as well.
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.
Torque Owner Juan Aramburu
My mission/map is pretty simple....terrain, couple of rocks, couple of items, and a small interior.