Game Development Community

Wierd atlas problem and terrain_water_demo

by Tom · in Torque Game Engine Advanced · 08/19/2006 (5:06 pm) · 12 replies

Hi,

i jsut got started with tse
the main demo (thats more like a story mode where u cant really control anything) works fine,

but when i change to the terrain_water_demo,
tse crashes and i get this message:

Atlas Deferred File::start - no stream!

any ideas?

this is the latest head.

i also get something about interiors base, any ideas why this is happening?, also

tse crashes when i press F11 in the demo, and in the starter.fps (for tse from this site) the items (such as that huge ball with tenticles) have no shaders applied (the knot is just white with a blue ring)


any help/ideas/suggertions are greatly welcomed and appreciated!

#1
08/19/2006 (5:30 pm)
I'm new to tse as well same things happening to me so more then likely you cant edit this like last terrain
believe its made with a heightmap.
#2
08/20/2006 (8:01 am)
This is before the terrain editing, i just wanted to start the terrain_water_demo. i would think that it would come with the data thats required :(
did you fix thr problem? if so, how? im right now jsut stuck on these little problems
#3
08/20/2006 (8:02 am)
*are you talking about the atlas deferred file error?
#4
08/21/2006 (8:57 am)
I just edited the main.cs file added "terrain_water_demo" where demo was and it worked
make sure your video drivers are up to date
#5
08/27/2006 (9:36 am)
Make sure you have the latest video drivers for your graphics card. You might also post what type of graphics card you have as it sounds from your above discriptions that your card doesnt have the required shader support to actualy be running TSE. Though there are some hacked drivers out there that will let you bypass some shaders and thats when they appear as just pure white. But most of the time it will just crash out on you.)
#6
08/27/2006 (10:14 am)
Thomas i know that my graphic card works fine, if i try to run the water demo with a precompiled version of tse (fromt he starter.fps that was ported) the terrain water demo runs fine,

the actual demo also works fine, all the shaders are applied, only when i add a new object throught he mission editor than the shaders seem not to be applied to them anymore, otherwise they all work fine, thats what i dont understand,

1, why my compiled version crashes when running the terrain water demo,

2. why objects added through the mission editor have no shaders applied to them
#7
08/27/2006 (10:35 am)
I jsut noticed that in all the folders such as spaceOrc, the material.cs file is missing, could this be why when objects are added via the mission editor they dont have any shaders?

but then how are the shaders applied in the demo?
#8
08/27/2006 (10:43 am)
Hmm...i got the version 1.3.5 (milestone 3.5?)

and now im getting these two erros

6>------ Build started: Project: Torque Shader Engine, Configuration: Debug Win32 ------
6>Performing Custom Build Step
6>nasm: unable to open input file 'c:\Documents and Settings\thomas\Desktop\cvs\tseStable\tse\engine\platform\platformCPUInfo.asm'
6>Project : error PRJ0019: A tool returned an error code from "Performing Custom Build Step"
6>Creating browse information file...
6>Microsoft Browse Information Maintenance Utility Version 8.00.50727
6>Copyright (C) Microsoft Corporation. All rights reserved.
6>BSCMAKE: error BK1506 : cannot open file '..\engine\out.vc8.win32.debug\audioBuffer.sbr': No such file or directory

any idea what they mean or how to solve them?

*i have the platform sdk installed (takes up more then a GB!)
#9
08/27/2006 (10:46 am)
Hmm ok int he platformCpuInfo.asm, the file IS there, it has some hands around it but its there!

as for teh second one, there actually isnt a file called audioBuffer.sbr

what should i do?
#10
08/27/2006 (10:49 am)
One last thing,

before when i had the head version, it compiled but didnt really work at all, could these errors be the cause that appeared now but not before?
#11
08/27/2006 (2:28 pm)
Quote:BSCMAKE: error BK1506 : cannot open file '..\engine\out.vc8.win32.debug\audioBuffer.sbr': No such file or directory
Generally, this means the file was corrupted and/or interrupted. I get this a lot if I cancel a compile partway through to add just one more change, the file it stopped the compile on will generate that error. Either do a clean rebuild, or on lucky days, just re-compile the file in question (its audioBuffer.cpp) manually, then build.

Current head seems to have wacky water. Erase the waterblock from the water demo mission file, and it will run fine.
#12
09/01/2006 (1:19 pm)
The problem in the OP is that TSE is trying to open terrain_water_demo\data\terrains\l3dt.atlas as ReadWrite, but the attributes (from getting it through CVS) are ReadOnly. Just clear the ReadOnly bit on the l3dt.atlas file.