Game Development Community

Lighting pack woes

by AllynMcelrath · in Torque Game Engine · 02/20/2006 (11:02 am) · 9 replies

As a continueation of this thread:


Well, I now have the editor working, but before I create new light types and what not I wanted to use the pre existing lights.

But none of the data blocks are available to me.

They are available to the editor (f12), but not to the creator for any of the entity types.

As stated in the other thread I did add the correct line as exampled by the Tutorial.bace that shipped with the lighting pack (its what I based my mod off) and i see it loading in my console, but none of the data blocks are there, as well as some issue with saving anything that i make with the editor.



Console dump:

#1
02/20/2006 (11:07 am)
//-------------------------- 2/20/2006 -- 13:59:05 -----
Processor Init:
   Intel Pentium 4, ~3.05 Ghz
     (timed at roughly 3.05 Ghz)
   FPU detected
   MMX detected
   SSE detected
 
Math Init:
   Installing Standard C extensions
   Installing Assembly extensions
   Installing FPU extensions
   Installing MMX extensions
   Installing SSE extensions
 
Input Init:
   keyboard0 input device created.
   mouse0 input device created.
   DirectInput enabled.

//-----------------------------------------------
Synapse Gaming Lighting Pack for TGE - 1.4.0.0
  Lighting Pack Core version: 2.2
  Based on Torque version: 1.4
  Compiled lighting options:
    SG_LIGHTING -                      enabled
    SG_USE_TERRAIN_COLOR_CORRECTION -  enabled
    SG_STATIC_LIGHT_SHADOWS_BLUR -     enabled
    SG_TRANSPARENT_INTERIORS -         disabled
    SG_ADVANCED_INTERIOR_LIGHTING -    enabled
    SG_ADVANCED_DYNAMIC_SHADOWS -      enabled
    SG_ADVANCED_DTS_DYNAMIC_LIGHTING - enabled
    SG_ADVANCED_PARTICLE_LIGHTING -    enabled
    SG_OVEREXPOSED_SELFILLUMINATION -  enabled
    SG_INTERIOR_DETAILMAPPING -        enabled

//-----------------------------------------------
Initializing chunk mappings...
   o 'TEXT' maps to TextChunk
   o 'SCHK' maps to UnknownChunk
   o 'SCHK' maps to SimChunk
--------- Loading MODS ---------
exec: Warning! Found a DSO from the future! (DrumCircle/main.cs.dso)
Compiling DrumCircle/main.cs...
Loading compiled script DrumCircle/main.cs.
Loading compiled script common/main.cs.
Missing file: common/defaults.cs!
Loading compiled script DrumCircle/client/defaults.cs.
Loading compiled script DrumCircle/server/defaults.cs.
exec: Warning! Found a DSO from the future! (DrumCircle/prefs.cs.dso)
Compiling DrumCircle/prefs.cs...
Loading compiled script DrumCircle/prefs.cs.
Loading compiled script creator/main.cs.
Loading compiled script common/main.cs.
Missing file: common/defaults.cs!

--------- Parsing Arguments ---------

--------- Initializing MOD: Common ---------
Loading compiled script common/client/canvas.cs.
Loading compiled script common/client/audio.cs.

--------- Initializing TTB: Server ---------
Loading compiled script common/server/audio.cs.
Loading compiled script common/server/server.cs.
Loading compiled script common/server/message.cs.
Loading compiled script common/server/commands.cs.
Loading compiled script common/server/missionInfo.cs.
Loading compiled script common/server/missionLoad.cs.
Loading compiled script common/server/missionDownload.cs.
Loading compiled script common/server/clientConnection.cs.
Loading compiled script common/server/kickban.cs.
Loading compiled script common/server/game.cs.
Loading compiled script DrumCircle/server/game.cs.

--------- Initializing TTB: Client ---------
Loading compiled script common/client/message.cs.
Loading compiled script common/client/mission.cs.
Loading compiled script common/client/missionDownload.cs.
Loading compiled script common/client/actionMap.cs.
Video Init:
   Accelerated OpenGL display device detected.
   Accelerated D3D device detected.
   Voodoo 2 display device not detected.

Activating the OpenGL display device...
Activating the OpenGL display device...
Setting screen mode to 640x480x32 (w)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
  32 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
Setting screen mode to 800x600x16 (fs)...
Killing the texture manager...
Making the rendering context not current...
Deleting the rendering context...
Releasing the device context...
Destroying the window...
Changing the display settings to 800x600x16...
Creating a new full-screen window...
Acquiring a new device context...
Pixel format set:
  16 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
Resurrecting the texture manager...
OpenGL driver information:
  Vendor: ATI Technologies Inc.
  Renderer: RADEON 9700 PRO x86/SSE2
  Version: 2.0.5396 WinXP Release
OpenGL Init: Enabled Extensions
  ARB_multitexture (Max Texture Units: 8)
  EXT_blend_color
  EXT_blend_minmax
  EXT_compiled_vertex_array
  EXT_texture_env_combine
  EXT_packed_pixels
  EXT_fog_coord
  ARB_texture_compression
  EXT_texture_compression_s3tc
  (ARB|EXT)_texture_env_add
  EXT_texture_filter_anisotropic (Max anisotropy: 16)
  WGL_EXT_swap_control
OpenGL Init: Disabled Extensions
  EXT_paletted_texture
  NV_vertex_array_range
  3DFX_texture_compression_FXT1

Loading compiled script common/ui/defaultProfiles.cs.
Loading compiled script common/ui/ConsoleDlg.gui.
Loading compiled script common/ui/LoadFileDlg.gui.
Could not locate texture: common/ui/bs
Loading compiled script common/ui/ColorPickerDlg.gui.
Loading compiled script common/ui/SaveFileDlg.gui.
Could not locate texture: common/ui/bs
Loading compiled script common/ui/MessageBoxOkDlg.gui.
Loading compiled script common/ui/MessageBoxYesNoDlg.gui.
Loading compiled script common/ui/MessageBoxOKCancelDlg.gui.
Loading compiled script common/ui/MessagePopupDlg.gui.
Loading compiled script common/ui/HelpDlg.gui.
Loading compiled script common/ui/RecordingsDlg.gui.
Loading compiled script common/ui/NetGraphGui.gui.
Loading compiled script common/client/metrics.cs.
Loading compiled script common/ui/FrameOverlayGui.gui.
Loading compiled script common/client/messageBox.cs.
Loading compiled script common/client/screenshot.cs.
Loading compiled script common/client/cursor.cs.
Loading compiled script common/client/help.cs.
Loading compiled script common/client/recordings.cs.

OpenAL Driver Init:
OpenAL
 Missing OpenAL Extension function 'EAXSet'
 Missing OpenAL Extension function 'EAXGet'
   Vendor: Creative Labs Inc.
   Version: 1.1
   Renderer: Software
   Extensions: EAX EAX2.0 EAX3.0 EAX4.0 EAX5.0 EAX3.0EMULATED EAX4.0EMULATED AL_EXT_OFFSET AL_EXT_LINEAR_DISTANCE AL_EXT_EXPONENT_DISTANCE

Loading compiled script DrumCircle/client/audioProfiles.cs.
Object 'AudioClosest3d' is not a member of the 'AudioDescription' data block class
Loading compiled script DrumCircle/client/ui/PlayGui.gui.
Loading compiled script DrumCircle/client/ui/mainMenuGui.gui.
Loading compiled script DrumCircle/client/ui/optionsDlg.gui.
Loading compiled script DrumCircle/client/ui/loadingGui.gui.
Loading compiled script DrumCircle/client/ui/items.gui.
Loading compiled script DrumCircle/client/optionsDlg.cs.
Loading compiled script DrumCircle/client/missionDownload.cs.
Loading compiled script DrumCircle/client/serverConnection.cs.
Loading compiled script DrumCircle/client/loadingGui.cs.
Loading compiled script DrumCircle/client/playGui.cs.
Loading compiled script DrumCircle/client/clientGame.cs.
Loading compiled script DrumCircle/client/default.bind.cs.
Could not locate texture: DrumCircle/client/ui/Button_d
Could not locate texture: DrumCircle/client/ui/Button_i
Could not locate texture: DrumCircle/client/ui/options_d
Could not locate texture: DrumCircle/client/ui/options_i
Could not locate texture: DrumCircle/client/ui/Quit_d
Could not locate texture: DrumCircle/client/ui/Quit_i
Loading compiled script common/synapseGaming/contentPacks/lightingPack/sgDeployClient.cs.
Loading compiled script common/synapseGaming/contentPacks/sgDeploy.cs.
Loading compiled script common/synapseGaming/contentPacks/lightingPack/sgDeployConfig.cs.
Loading compiled script common/synapseGaming/contentPacks/lightingPack/gui/littleEndian/sgLightEditor.gui.
Loading compiled script common/synapseGaming/contentPacks/lightingPack/gui/littleEndian/sgLightEditorNewDB.gui.
Loading compiled script common/synapseGaming/contentPacks/lightingPack/client/littleEndian/sgDecal.cs.
#2
02/20/2006 (11:08 am)
--------- Initializing: Torque Creator ---------
Loading compiled script creator/editor/editor.cs.
Loading compiled script creator/editor/particleEditor.cs.
Loading compiled script creator/scripts/scriptDoc.cs.
Loading compiled script creator/ui/creatorProfiles.cs.
Loading compiled script creator/ui/InspectDlg.gui.
Loading compiled script creator/ui/GuiEditorGui.gui.
Engine initialized...
Could not locate texture: DrumCircle/client/ui/Button_d
Could not locate texture: DrumCircle/client/ui/Button_i
Could not locate texture: DrumCircle/client/ui/options_d
Could not locate texture: DrumCircle/client/ui/options_i
Could not locate texture: DrumCircle/client/ui/Quit_d
Could not locate texture: DrumCircle/client/ui/Quit_i
Exporting server prefs...
Exporting server prefs...
Loading compiled script DrumCircle/server/camera.cs.
Loading compiled script DrumCircle/server/editor.cs.
... Shape with old version.
Loading compiled script DrumCircle/server/player.cs.
Loading compiled script DrumCircle/server/logoitem.cs.
Loading compiled script DrumCircle/server/Campfire.cs.
Loading compiled script DrumCircle/server/Campfire2.cs.
Loading compiled script DrumCircle/server/Rain.cs.
Loading compiled script DrumCircle/server/Sparkles.cs.
Loading compiled script DrumCircle/server/Butterfly.cs.
Loading compiled script DrumCircle/server/fxlights.cs.
Loading compiled script DrumCircle/server/markers.cs.
Loading compiled script DrumCircle/server/IFL.cs.
*** LOADING MISSION: DrumCircle/data/missions/flat.mis
*** Stage 1 load
common/server/missionLoad.cs (23): Unable to find function clearCenterPrintAll
common/server/missionLoad.cs (24): Unable to find function clearBottomPrintAll
*** Stage 2 load
Executing DrumCircle/data/missions/flat.mis.
*** Mission loaded
Connect request from: IPX:30203020:30223B0D0A20:8224
Connection established 1703
CADD: 1704 local
*** Sending mission load to client: DrumCircle/data/missions/flat.mis
Mapping string: ServerMessage to index: 0
Mapping string: MsgConnectionError to index: 1
Mapping string: MsgLoadInfo to index: 2
Mapping string: MsgLoadDescripition to index: 3
Mapping string: MsgLoadInfoDone to index: 4
Mapping string: MsgClientJoin to index: 5
Mapping string: Welcome to the Torque demo app %1. to index: 6
Mapping string: Player to index: 7
Mapping string: MissionStartPhase1 to index: 8
*** New Mission: DrumCircle/data/missions/flat.mis
*** Phase 1: Download Datablocks & Targets
Mapping string: MissionStartPhase1Ack to index: 0
Could not locate texture: DrumCircle/data/shapes/player/Player_Girl/Unnamed
Mapping string: MissionStartPhase2 to index: 9
*** Phase 2: Download Ghost Objects
Mapping string: MissionStartPhase2Ack to index: 1
Ghost Always objects received.
Mapping string: MissionStartPhase3 to index: 10
Client Replication Startup has Happened!
fxFoliageReplicator - Lev: 2  PotNodes: 21  Used: 20  Objs: 339  Time: 0.0000s.
fxFoliageReplicator - Approx. 0.04Mb allocated.
fxFoliageReplicator - Lev: 2  PotNodes: 21  Used: 19  Objs: 63  Time: 0.0000s.
fxFoliageReplicator - Approx. 0.01Mb allocated.
fxFoliageReplicator - Lev: 2  PotNodes: 21  Used: 12  Objs: 12  Time: 0.0160s.
fxFoliageReplicator - Approx. 0.00Mb allocated.
fxFoliageReplicator - Lev: 2  PotNodes: 21  Used: 19  Objs: 319  Time: 0.0000s.
fxFoliageReplicator - Approx. 0.04Mb allocated.
fxFoliageReplicator - Client Foliage Replication Startup is complete.
*** Phase 3: Mission Lighting
 Successfully loaded mission lighting file: 'DrumCircle/data/missions/flat_716b7c8.ml'
Mission lighting done
Mapping string: MissionStartPhase3Ack to index: 2
Mapping string: MissionStart to index: 11

*** Initial Control Object
Activating DirectInput...
keyboard0 input device acquired.
mouse0 input device acquired.
keyboard0 input device unacquired.
keyboard0 input device acquired.
Loading compiled script creator/editor/cursors.cs.
Loading compiled script creator/editor/editor.bind.cs.
Loading compiled script creator/editor/ObjectBuilderGui.gui.
Loading compiled script creator/editor/EditorGui.gui.
Loading compiled script creator/editor/EditorGui.cs.
Loading compiled script creator/editor/WorldEditorSettingsDlg.gui.
Loading compiled script creator/editor/TerrainEditorVSettingsGui.gui.
General\tTab_general\tgeneral_min_height\t50\tgeneral_scale\t200\tgeneral_water\t0\tgeneral_centerx\t0\tgeneral_centery\t0
Bitmap\ttab_Bitmap\tbitmap_name\tDrumCircle/data/terrains/DrumCircle2.png
Tab data: General^Tab_general^general_min_height^50^general_scale^200^general_water^0^general_centerx^0^general_centery^0 tab: Tab_general
Heightfield::eval:0  General
Heightfield::eval:0  General
Heightfield::eval:0  General
Heightfield::eval:1  Bitmap
Loading compiled script creator/editor/editorRender.cs.
Obj: Observer - 
Obj: WayPointMarker - Misc
Obj: SpawnSphereMarker - Misc
Obj: PlayerDts - 
Obj: PlayerShape - 
Obj: Apples - Items
Obj: PalmTrees - Items
Obj: Drum1 - Items
Obj: Campfire - 
Obj: Smoke - 
Obj: CampfireEmitterNode - 
Obj: CampfireEmitterData - 
Obj: FireLarge - 
Obj: FireLargeEmitter - 
Obj: FireLargeEmitterNode - 
Obj: RealFireSmallParticle - 
Obj: RealFireSmallEmitter - 
Obj: RealFireNode - 
Obj: HeavyRain - 
Obj: Snow - 
Obj: Sparkle1 - 
Obj: Sparkle2 - 
Obj: Sparkle1EmitterNode - 
Obj: Sparkle1EmitterData - 
Obj: Butterfly - Misc
Obj: LightHalo - fxLights
Obj: FlameLight - fxLights
Obj: BlueLight - fxLights
Obj: FlameSmoke - 
Obj: FlameSmokeEmitter - 
Obj: FlameSmokeEmitterNode - 
Obj: bubble - 
Obj: bubbleEmitter - 
Obj: bubbleEmitterNode - 
Obj: Om_ILF - Misc
Obj: Crystal1 - Misc
Obj: Observer - 
Obj: WayPointMarker - Misc
Obj: SpawnSphereMarker - Misc
Obj: PlayerDts - 
Obj: PlayerShape - 
Obj: Apples - Items
Obj: PalmTrees - Items
Obj: Drum1 - Items
Obj: Campfire - 
Obj: Smoke - 
Obj: CampfireEmitterNode - 
Obj: CampfireEmitterData - 
Obj: FireLarge - 
Obj: FireLargeEmitter - 
Obj: FireLargeEmitterNode - 
Obj: RealFireSmallParticle - 
Obj: RealFireSmallEmitter - 
Obj: RealFireNode - 
Obj: HeavyRain - 
Obj: Snow - 
Obj: Sparkle1 - 
Obj: Sparkle2 - 
Obj: Sparkle1EmitterNode - 
Obj: Sparkle1EmitterData - 
Obj: Butterfly - Misc
Obj: LightHalo - fxLights
Obj: FlameLight - fxLights
Obj: BlueLight - fxLights
Obj: FlameSmoke - 
Obj: FlameSmokeEmitter - 
Obj: FlameSmokeEmitterNode - 
Obj: bubble - 
Obj: bubbleEmitter - 
Obj: bubbleEmitterNode - 
Obj: Om_ILF - Misc
Obj: Crystal1 - Misc
pushDialog(): Invalid control: DemoEditorAlert
creator/editor/EditorGui.cs (906): Unable to find object: '' attempting to call function 'open'
creator/editor/EditorGui.cs (0): Unable to find object: 'MessageHud' attempting to call function 'close'
keyboard0 input device unacquired.
keyboard0 input device acquired.
#3
02/20/2006 (11:08 am)
Obj: Observer - 
Obj: WayPointMarker - Misc
Obj: SpawnSphereMarker - Misc
Obj: PlayerDts - 
Obj: PlayerShape - 
Obj: Apples - Items
Obj: PalmTrees - Items
Obj: Drum1 - Items
Obj: Campfire - 
Obj: Smoke - 
Obj: CampfireEmitterNode - 
Obj: CampfireEmitterData - 
Obj: FireLarge - 
Obj: FireLargeEmitter - 
Obj: FireLargeEmitterNode - 
Obj: RealFireSmallParticle - 
Obj: RealFireSmallEmitter - 
Obj: RealFireNode - 
Obj: HeavyRain - 
Obj: Snow - 
Obj: Sparkle1 - 
Obj: Sparkle2 - 
Obj: Sparkle1EmitterNode - 
Obj: Sparkle1EmitterData - 
Obj: Butterfly - Misc
Obj: LightHalo - fxLights
Obj: FlameLight - fxLights
Obj: BlueLight - fxLights
Obj: FlameSmoke - 
Obj: FlameSmokeEmitter - 
Obj: FlameSmokeEmitterNode - 
Obj: bubble - 
Obj: bubbleEmitter - 
Obj: bubbleEmitterNode - 
Obj: Om_ILF - Misc
Obj: Crystal1 - Misc
Obj: Observer - 
Obj: WayPointMarker - Misc
Obj: SpawnSphereMarker - Misc
Obj: PlayerDts - 
Obj: PlayerShape - 
Obj: Apples - Items
Obj: PalmTrees - Items
Obj: Drum1 - Items
Obj: Campfire - 
Obj: Smoke - 
Obj: CampfireEmitterNode - 
Obj: CampfireEmitterData - 
Obj: FireLarge - 
Obj: FireLargeEmitter - 
Obj: FireLargeEmitterNode - 
Obj: RealFireSmallParticle - 
Obj: RealFireSmallEmitter - 
Obj: RealFireNode - 
Obj: HeavyRain - 
Obj: Snow - 
Obj: Sparkle1 - 
Obj: Sparkle2 - 
Obj: Sparkle1EmitterNode - 
Obj: Sparkle1EmitterData - 
Obj: Butterfly - Misc
Obj: LightHalo - fxLights
Obj: FlameLight - fxLights
Obj: BlueLight - fxLights
Obj: FlameSmoke - 
Obj: FlameSmokeEmitter - 
Obj: FlameSmokeEmitterNode - 
Obj: bubble - 
Obj: bubbleEmitter - 
Obj: bubbleEmitterNode - 
Obj: Om_ILF - Misc
Obj: Crystal1 - Misc

pushDialog(): Invalid control: DemoEditorAlert
onwake state

sgLightDBList

-1
common/synapseGaming/contentPacks/lightingPack/gui/littleEndian/sgLightEditor.gui (1852): Unable to find object: '-1' attempting to call function 'save'
Compiling common/synapseGaming/sgLights/SpotLight.cs...
Loading compiled script common/synapseGaming/sgLights/SpotLight.cs.
onwake state
sgLightEditorLightEditorPanel
sgLightDBList
sgSpotDataBlock
3
keyboard0 input device unacquired.
keyboard0 input device acquired.
creator/editor/EditorGui.cs (906): Unable to find object: '' attempting to call function 'open'
creator/editor/EditorGui.cs (0): Unable to find object: 'MessageHud' attempting to call function 'close'

*** ENDING MISSION
CDROP: 1704 IPX:30203020:30223B0D0A20:8224
Exporting server prefs...
Exporting prefs
Exporting client prefs
Exporting server prefs
Shutting down the OpenGL display device...
Making the GL rendering context not current...
Deleting the GL rendering context...
Releasing the device context...
Destroying the window...
keyboard0 input device unacquired.
mouse0 input device unacquired.
DirectInput deactivated.
Restoring the desktop display settings (1024x768x32)...
#4
02/20/2006 (1:24 pm)
Hi Allyn, like I mentioned earlier you need to follow the Developer's Guide. There is at least one TLK script entry point missing (specifically the server side exec) - there may be more missing code, like the Mission Editor changes.

Did you run the diff against your mod directory and TLK's "starter.fps"? Make sure to do that as described in the Dev Guide.

As mentioned in the Guide, I recommend WinMerge. If you're using a Mac it comes with its own diff tool.
#5
02/20/2006 (1:51 pm)
Im not a coder.

I did this merge by hand. I looked at and tryed to find any script diffrances i could. i only found one.

All i wished to do was to move my mod (of tutorial.bace) to the lighting pack (tutorial.bace).

I dont think anything elese is missing by that server side exec you mentioned, but i can find the entry.

If you could point me in the right direction it would be very helpfull.

I know that you asked me to look at the Developer's Guide, but most of that is greek (to many unknown words or terms) to me, and i had a hard time understanding it,and It seemed overkill for what i was doing.

Im just an artist.

*Greek to me = you keep refering to code as a catch all, so i wasnt sure if you ment script files, or the real c++ code that i never touch. Eather way, the document seemed only to be conserned with merging the SDK (in my mind the c++ stuff), and not the scripts or art files.

Im sure its my mistake, but there you have some feedback from a non programer. =)

I have sence decided to move on to moding the FPS example, keeping intact the netcode stuff and the lighting pack, a move i was going to do anyway once i felt i had learned enough with of the tutorial.bace, wich is easer to understand.

Thank you very much for your help, it is realy appreacited. You seem like a very nice forum goer and i see you have helped alot of people in the TLK area very quickley, my kudos to you.
#6
02/20/2006 (1:56 pm)
PS: if you tell me what script files for the Tutorial.bace and the Starter.FPS have thoes entry (respectily) i will wright a nice tutorial on how to just mod like starter kits from Stock to TLK. With notes that this dosn't merge the C++ stuff.

Ill go over the "copying your mod" to "changing the defuilt game" to "editing scripts to load the TLK in your mod".

if you want.
#7
02/20/2006 (2:40 pm)
Sorry, I didn't realize that. Honestly, I tried to make the guide easy to use for everyone, regardless of their technical ability, but I never know how successful I've been until TLK is released and I get community feedback.

These are the script files that changed:

example\common\ui\torqueCheck.png
example\creator\editor\EditorGui.cs
example\creator\editor\objectBuilderGui.gui
example\starter.fps\client\init.cs
example\starter.fps\server\scripts\game.cs
example\starter.fps\server\scripts\staticShape.cs

(pulled that from the Dev Guide)


If you can write a non-developer guide that would be awesome. The process is very easy, it's just a matter of making sure all of the changes are copied over. This is the kind of guide I would love to include in TLK with the others as a quick way to get started.

I highly recommend trying to use WinMerge. It makes the process so easy. It literally shows you the different files and where they are different. Then the merge process only involves hitting Alt-Right to move whole sections of script into your mod. Ultimately though whatever you find easiest is the best approach as it will keep the guide easy to understand for others.

If you need any help let me know, and feel free to email me with ideas, drafts, or questions. Or even better post them here and maybe others can comment on our ideas.
#8
02/20/2006 (2:45 pm)
Sure, I will wright a "No-compile-no-merge" guide to converting stock Torque mods (based on the mod you modded, lol) to TLK.

I just have to run threw it a few times and make sure I understand it.

Meanwhile, ill look over thoes files to see what changed.

Thank you.
#9
02/20/2006 (2:49 pm)
No problem, and thank you for the help! :)