Game Development Community

T2D in TGE; works for me

by Gary "ChunkyKs" Briggs · in Torque Game Builder · 09/08/2006 (11:43 am) · 59 replies

I read in a changelog somewhere that T2D gui and core changes had been merged back into TGE 1.4.2. Additionally, the mac 1.4.2 is now effectively release candidate in CVS, so I downloaded and tried to get T2D into TGE again. It works fine. Here's what I did:

Copy the whole engine/T2D dir into TGE
Copy util/undo.{cc,h} into TGE

The following files in gui/controls include "gui/buttons/guiButtonCtrl.h". This needs to be changed to "gui/controls/guiButtonCtrl.h":
guiBitmapButtonCtrl.h
guiButtonCtrl.cc
guiColorPicker.cc
guiIconButtonCtrl.h
guiPopUpCtrl.h
guiPopUpCtrlEx.h

The following files in gui/variousplaces need to be copied into your tge/engine/gui dirs:
guiPopUpCtrlEx.{cc,h}
guiIconButtonCtrl.{cc,h}
guiIconButtonCtrl.{cc,h}
guiScriptNotifyCtrl.{cc,h}
guiSeparatorCtrl.{cc,h}
guiRolloutCtrl.{cc,h}
guiDynamicCtrlArrayControl.{cc,h}
guiAutosSrollCtrl.{cc,h}
guiDragAndDropCtrl.{cc,h}
guiFormCtrl.{cc,h}
guiImageList.{cc,h}

Several of them are in a dir called "gui/buttons" in T2D; when you copy them into TGE, put them in "gui/controls". Other than that, keep the directory structure intact.

Add all the cc files you newly copied into your build, EXCEPT FOR T2D/levelBuilder/levelBuilderPrimitiveTool.{cc,h} - Just skip this file.

Anyways. clicky the build button, go afksandwich while XCode spends an hour working out dependencies. When you come back, copy your new TGE binary/app into your TorqueGameBuilder/games/ dir [where the other T2D binaries are now], and run it.

Works fine for me. I'm using the current 1.4.2 TGE CVS, the last release 1.1.1 T2D, and the latest XCode on my powerbook.

Gary (-;
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#41
04/15/2007 (11:21 am)
I'm still having trouble getting this up! I've followed the instructions and opened the GUI editor, used "PlayGui". But I don't see a control called "t2dcanvas", or is it supposed to be called something else?

Whatever the the control's called, how to I set it to show a tgb executable?
#42
04/16/2007 (9:31 am)
@Kevin if you get this working, please post in here what modifications you did. I'm interested into doing the same thing and I'm using Windows as well.
#43
07/05/2007 (10:43 pm)
So after a lot of tweaking I finally got TGB 1.1.3 merged into TGE 1.5 and compiling successfully, but now I don't know how to run it inside TGE.

Is there a console command to bring up the t2d level builder or something?

Also, I wasn't sure which project/module to use, so I used the Torque Demo project. Was I supposed to do this in the Torque Tool Lib module?

Thanks!
#44
07/15/2007 (9:05 am)
*bump* to see if anyone has tried this w/ TGB Pro 1.5.0 & TGE 1.5.x.
#45
07/16/2007 (1:10 am)
Been trying to merge TGB 1.5.0 into TGE 1.5.2 but is seems that some deep modifications have been done to the core and the console. Is it even possible to merge the two now? Is there a new version of TGE scheduled shortly that would use the new core/console? The new features of TGB are too cool to contend with the old version anymore :)
#46
07/16/2007 (5:22 am)
No ...

TGB became what it was mentioned since EA: Its own product which started out as TGE mod ... but it has that many own things that now work seriously different that TGE + TGB isn't a simple drop in anymore ... if you want it, you will have to manually make them "play nice with each other" ...
#47
07/16/2007 (5:27 am)
I would recommend you guys to merge only t2d-related features into TGE.
Keep TGB-part separate for building games, while t2d for "showing inside" TGE.
I haven't tried T2D15 yet, but I think it's possible, though it will not be trivial trivial task. So, try it only if you know Torque well and know what you are doing.

As for myself - I'm planning to move my project from T2D112/TGE150/AFX100 to the current at the end of this year, but it will not be "merge 2 clean SDK's together". I'm merging only parts of new SDKs and only things I really need.
#48
07/16/2007 (8:11 am)
@Marc - That's a real shame. Why such a drastic step? It greatly limits the possibility of the Torque platform :(

@bank - That's what I intend to do, I only want to be able to load a .t2d level in a t2dSceneWindow within TGE. All the rest of TGB certainly does not need to be integrated within TGE. The standalone editor should stay just that, standalone. But even with that said, I'm having a very hard time accomplishing it. There have been to many low level modifications brought to the core of TGB for it to be compatible with TGE anymore. I have abandoned the project for the moment and fallen back to TGB 1.1.3 for time constraint reasons, and I don't know if I ever will get the chance to work on TGB 1.5.0 integration, but if anyone has any leads, I would greatly appreciate some feedback. And if I ever do get to work on this again, I'll be sure to post right here.

I have a feeling this is going to get really messy :)
#49
07/16/2007 (12:37 pm)
Supposedly T2D [just the T2D dir] is magically droppable into TGE for a T2D GUICtrl, just like it was when I tried this back before it was even called Game Builder.

The Game Builder itself has diverged significantly from its roots, and last I checked there were significant alterations through the rest of the engine that made getting it back into TGE "pretty hard". Honestly, the path GG have taken with TGB leaves me lacking interest in seeing T2D + TGE working anyways.

Gary (-;
#50
07/16/2007 (12:46 pm)
Well, the only reason why I wanted to try it out was so that I could do screen effects, like blur, heat wave effect, etc. that requires more indepth OpenGL calls that TGE would make it more easier to call. Espeically with the fact that you have Shaders and all.
#51
07/16/2007 (1:10 pm)
You mean TGEA (or are you talking about using the Modernization kit with TGE?), right? TGE does not have shaders out of the box.
#52
07/16/2007 (1:14 pm)
Sorry, yeah TGEA, or both, actually.
#53
07/16/2007 (2:08 pm)
Merging into TGEA will be even a whole world harder.

TGEAs whole graphical backend has been totally replaced ...

"both" actually means that you merged TGE + MK and TGEA ... which on its own is already a massive undertaking as you will have to write a full OpenGL graphic driver for TGEA (merging the old structure won't work most likely, as all TGEA parts base on the GFX, not on the old wrap library), which assumes that you have good knowledge of how OpenGL works.
#54
07/16/2007 (2:35 pm)
Thanks for that. Sounds like more work than I would like.
#55
07/16/2007 (8:44 pm)
I'm working on trying to get this working with 1.5.2 (& the ArcaneFX pack) with 1.5.0.

It's.... uh.... uglier.

Much, much uglier.
#56
11/06/2007 (12:09 pm)
I thought I'd bump this threat up again. I wanted to get a breakdown of the advantages of merging the two engines. From what I understand:

* TGB style GUI in TGE

And... that's it... what else do you get? For example:

* TGE datablocks for a 2D game? I.e. easier to implement real-time networking?
* TGE style 3D objects for a 2D game?

etc.... I'd probably go out and buy TGE for the sake of getting those two features in TGB. :)
#57
11/06/2007 (12:33 pm)
Quote:* TGB style GUI in TGE
Yep. Instead of using TGE's pretty much completely static UI, you get to create a UI as you can imagine it instead. Couple things this would allow off the top of my head;

Awesome overlays with a moving HUD in-game [think "Metroid Prime"]
2d minigames in your 3d game [think "Turkey Puncher"]
Going fully the other way, TGE could host an arcade of sorts, and could just be a neat way to run around and try a bunch of 2d games.


In the end, though, GG made some pathologically platform-dependant decisions regarding TGB, so it doesn't actually run on all the platforms it used to. They've also turned it from a "neat 2d gui widget for torque" as it was originally built, into a "complete 2d engine", including a whole plethora of changes made to the core engine itself, rather than just the GUI widget. While I'm sure these are things that some people want [and they make TGB a great way to hock TorqueX...], they're explicitly opposed to the uses I envisaged for T2D, so I haven't even loaded it up in months.

If you wanna do T2D-in-TGE, do it with an old version of TGB [like, 1.1.1]; using a recent version is just a universe of pain that probably won't end well.

Gary (-;
#58
11/06/2007 (12:45 pm)
You could also (in theory) do a cool 2D game with 3D landscapes & geometry in the background... much better than what TGB's Shape3D class can offer you.

But I've given up trying to make it work with the latest version of TGB.
#59
11/06/2007 (1:03 pm)
Well I never made the leap to 1.5. I froze the engine at my (slightly) modified TGB 1.1.3.

I'll have to consider a TGE license. I've got a number of ideas that I think would fit nicely in that crossover realm.
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