Game Development Community

How do i merge/install TLK 1.4?

by Bardur Mikladal · in Torque Game Engine · 04/01/2006 (8:25 am) · 23 replies

Hi..

i just bought TGE and TLK two days ago... and this is the first time i'm using a real game engine.. and i DON'T know much about scripting yet...

i did and finished the "get started Tutorial" that came with TGE 1.4 but now i want to add my newly bought Torque Lighting Kit... but HOW?..

how do i merge without loosing my codes?... and when i start making a game.. should i have merged TLK before i started scripting and modifing and addin to my game?

and now when i HAVE made addjustments to the code.. how CAN i add TLK.. please tell me a simple yet GOOD way... (note: there isn't any BIG coding in my "GameOne"...)

BTW: i tried to search for any good info on how to merge... but there wasn't any..

Regards
Bardur
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#1
04/01/2006 (9:36 am)
Ok, if you haven't made any major changes to head code (which from what you said is highly unlikely) then you can download a precompiled version of TLK1.4.

Now, you'll wanna merge in script changes from standard TGE1.4 to TLK1.4.

Well, there's no simple magical way but you may find this program useful. It's called winmerge and lets you compare and transfer changes within scripts very easily.

Here's the link where you can download it.

Note, that all head code & script changes for TLK1.4 are laballed with...
//-----------------------------------------------
   // Lighting Pack code block
   //-----------------------------------------------

...and I would imagine as a beginner most of your script changes would either be in server/scripts or the client folder.

So it really isn't that big a task, just take note of the scripts you've altered. Find and open the equivalent script in TLK1.4, if there are no 'Lighting Pack code block' changes in that script just copy & paste. If there are lighting pack changes, use winmerge.
#2
04/01/2006 (9:36 am)
Well, if all you did was in script, you can add your scripts into the examples folder in TLK.

Otherwise, you can look through the documentation on merging source. TLK is up to date with 1.4 already, though.
#3
04/01/2006 (3:43 pm)
Ok thanks... i "Think" i get it... i'll try it out tomorrow

i hope i'll get it to work

Regards
Bardur
#4
04/02/2006 (7:19 am)
I tried to merge all the files... i moved the common folder from TLK example to my TGE SDK example folder
and i added all the lines that i found in TLK tutorial.base with this in it...
//-----------------------------------------------
// Lighting Pack code block
//-----------------------------------------------

and my game still works and stuff... but there isn't any difference.. i can't find the TLK editor and such?
shouldn't i find that in world editor as a menu?

PLEASE help me out here...

Regards
Bardur
#5
04/02/2006 (7:25 am)
You should be going the other way.

Quote:
i moved the common folder from TLK example to my TGE SDK example folder

TLK consists of HEADCODE changes and wont work without them. You should install a fresh copy of TLK, and merge into TLK from your modified project.
#6
04/02/2006 (7:35 am)
Ok... i tried to move my "GameOne" folder to my LightingPack folder.. and now it works....
i guess this isn't the "right" way of doing it.... so HOW should i exactly do it?
Should i move some of the folders frol TLK to TGE SDK? or what?

PS: i'm sorry for being so "noobish"... this really isn't my style.. hehe

Regards
Bardur
#7
04/02/2006 (7:44 am)
Quote:
Should i move some of the folders frol TLK to TGE SDK? or what?

No, and this is the last time I'll say it. Use TLK as your base and merge into it from your TGE install if need be.

TLK has extensive code changes, both in the source code and the script files. It doesn't make sense to try and port TLK into TGE when a precompiled version of TLK is available.

Sorry to come off rude, but if you're not grasping the concept of merging you might be in over your head.
#8
04/02/2006 (8:22 am)
Ahh... NOW i get it... and hey, no offence taken...

and i got it all to work too... but... it's damn hard to use it... i sucessfully made a "blinking" light.. but thats all i managed..

but hey, it WORKS!

thanks for your help

Regards
#9
04/02/2006 (1:43 pm)
Hi Bardur,

Glad everything is working now.


"its damn hard to use it"

Is the Light Editor showing up? It makes using TLK a lot easier than editing the light scripts by hand. Make sure to check out the Modeler's Guide, it helps explain how to use TLK and its Light Editor.

-John
#10
04/02/2006 (2:21 pm)
I read the modelers guide... and i learned a bit from it.. and this was before i posted "damn..its hard to use it".. even though i have read it, i have a hard time getting my lights to work.

and yes the editor shows now.. i can use it as i should (i think)

regards
Bardur
#11
04/02/2006 (3:50 pm)
What are you trying to get working? Maybe I can help.
#12
04/03/2006 (11:00 am)
Ok.. first off.. i have read/searched for info/a method of removing/minnimising the "OverExposure" that TLK causes.. but i cant find any exacte method/info on it...

how can i cut the "overexposure" in half? wich Script file should i change.. or can i do it in the editor?

sorry for being so "asking"... but i just don't find the documents being to throughly explaned.. or atleased not for a noob..

Regards
Bardur
#13
04/03/2006 (1:23 pm)
No problem. :)

The main light source in TGE is the sun, if you open up the mission editor and select the sun in the scene tree on the top right of the screen, you can edit the scene's main lighting source. Reduce the values of both the color and ambient amounts - I recommend cutting them in half first and then adjusting them from there until you get the lighting you're looking for.

After that you can edit any light entities in your map files that appear too bright, these only have a color value (again try cutting them in half first and adjust from there).
#14
04/03/2006 (3:43 pm)
.. THANKS ALOT!.. *i KNEW there was a simple solution... why didn't i think of that*
well thanks

i'll try this tomorrow..

Regards
Bardur
#15
04/17/2006 (9:05 pm)
Quick Question that may pertain to this thread.

Ive merged my files and am attempting to re-compile using VS2k5, with the new torque patch for VS2k5. I was wondering if need to change additional settings, besides those listed on TDN?


Thanks for any help,

Dustin Bertsch
#16
04/17/2006 (11:27 pm)
You shouldn't need to change anything, the TLK doesn't effect any of the changed files needed for compilation.
#17
04/18/2006 (8:26 am)
@ Mincetro.


Thanks, Ill give it a shot.

Dustin
#18
05/04/2006 (9:56 am)
What if you have a few 100 changes in your game, you cant merge a few 100 code changes without missing loads, looks like i've got a big task ahead of me :(
#19
05/04/2006 (1:25 pm)
Hi James,

Make sure you check out the Developer's Guide. There's a section on how to merge using a tool like WinMerge and the easiest ways to do it. It's actually really easy, because you only need to move the code sections that are marked with the comment block:

//-----------------------------------------------
// Lighting Pack code block
//----------------------------------------------- 
...
//-----------------------------------------------
// Lighting Pack code block
//-----------------------------------------------

into your code, anything else is likely the difference between TGE and your changes and you'll want to keep those intact.

Hope this helps!

-John
#20
05/05/2006 (9:38 am)
Yeah but apparently winwindow.cc has changed and there is no code block...
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