Game Development Community

Modernization Kit Beta

by Alex Scarborough · in Torque Game Engine · 02/26/2007 (12:02 am) · 331 replies

Due to the absurd length of this thread, a new one has been started HERE. Please post in the new thread!


This thread is essentially a restatement of this except it's crossplatform now.

farm1.static.flickr.com/123/370544870_646796e1aa.jpg

I am contractually obligated to do at least one (1) shiny thing a month, so here's my shiny thing for this month:

A working Win32 version of the ModernizationKit.

A huge thanks to OneST8 for getting the port started, and to GG for putting me in front of a PC and not minding that I quietly spent around 20 minutes a day getting this working.

Current version is: v0.8 build 0010 released 4-10-07

This is for TGE 1.5.0/1.5.1 ONLY!

Modernization Kit Website
Username: torqueUser
Password: tMK60152

This code is compatible with the latest version of Mac OS X and Windows 2000/XP

Thanks to the fabulous Jeff "Reno" Raab for letting me host this on the server he runs, and to Ben Sparks for setting up the website and forums!

I can't guarantee this code will work, or even compile, on anything other than my personal computer! Backup your copy of TGE if you use this! Actually, download a clean copy and play with that. I am not responsible for any damage done to your hardware or software as a result of using this!

Some notes: Cg is disabled by default, because it saved me the trouble of shoving Cg into TGE under Windows. Trust me, you're not going to miss the Cg layer anyways, GLSL is where it's at. If you do happen to want to enable Cg for whatever reason, uncomment #define SHADER_MANAGER_USE_CG in mkShaderManager.h.

Unit tests are disabled on Windows, to save the trouble of getting the CppUnit library up and running properly. Unit tests are enabled on OS X because you don't have to do anything for them to work; the bundled project file will link with the compiled dylib, copy it into the application bundle, and even change the install path so you really don't have to do a thing to use unit tests.

This code has not been tested on ATI GPUs under Win32. Presumably it will all work, but who knows. It has been confirmed to at least function on nVidia cards (there are a couple of known issues which will be addressed before 2008).

If you would like to subscribe to the Modernization Kit mailing list, submit a bug, or send some general feedback, please use the links on the Modernization Kit Web Center.

Best of luck, and I hope you get some good use, pretty screenshots, or fun out of this code!
#181
04/16/2007 (7:37 pm)
That did the trick. Thanks a lot! Looks fantastic.
#182
04/17/2007 (4:45 pm)
Hey Alex, since TGE 1.5.1 came out with DTS intergration with DIF objects, would this mean your code will autogen normal maps for those static meshes as well?
#183
04/17/2007 (7:28 pm)
@T Squared: Nope. I'm certainly considering adding such enhancements to the baked in DTSs, but they do not exist at this time and I have no definite plans to add them.
#184
04/19/2007 (9:48 am)
Once again, just wanted to state how amazing this is. Really brings the enviroments to life. and having normals on baked in DTS's will just complete it.

i126.photobucket.com/albums/p117/seijisota/mk/g1.pngi126.photobucket.com/albums/p117/seijisota/mk/g3.png
#185
04/19/2007 (6:39 pm)
@ T Squared:
Very beautiful!
#186
04/19/2007 (7:41 pm)
Edit, nm I got it working.

What did u use for that effect, that looks really good!
#187
04/19/2007 (8:00 pm)
@mb: The 1.5.0 download includes a VC8 project file, the 1.5.1 download does not.
#188
04/19/2007 (8:58 pm)
K thanks, i got it working in 2005 with no prob.
#189
04/19/2007 (9:03 pm)
@mb
I just used Alex's MK and tweek with the settings, and used stock torque tools. torque is already a very powerful tool, and can make anything look great. it just about about the end user.
#190
04/20/2007 (5:11 am)
Wow!

that looks awesome!
#191
04/20/2007 (6:32 pm)
I have gotten this working on Linux as well. I've not had a chance to really dig into it yet but it does work.

I have not checked for framerate differences between Linux and windows yet. I'll do that tomorrow. If all works out, I'll pass the changes along.

Edit: TGE 1.5.1 ( i grabbed the windows version and fixed it for Ubuntu Fiesty )
RELEASE1_5_1
#192
04/20/2007 (9:29 pm)
@T Squared - would you mind sharing the settings you used for the water in those shots, it look great!

Also, just dropped the current MK into a clean 1.5.1 on an Intel IMac and had no problems at all getting it to compile and work. Great work Alex.
#193
04/21/2007 (8:22 pm)
I'm trying to build this on 1.5.0 in VC 2005 EE. A clean install builds perfectly, but after dropping in MK 0010 I the engine fails to build with this error:

winGLSpecial.cc
d:\work\gamedev\torque\sdk\engine\platform\glextfunc.h(19) : error C2065: 'logglActiveTexture' : undeclared identifier

I get a lot more errors in the 1.5.1 release, also in engine. Incidentally, the 0010 zip is missing the vc8 folder.
#194
04/22/2007 (6:19 am)
I am having troubles compiling the 151 release for Windows.

Copying the VC8 TorqueDemo.proj from the 150 release and building gives this:

fatal error C1083: Cannot open source file: '..\engine\dgl\gNewFont.cc': No such file or directory

Exclude the gNewFont.cc (since the source file isnt included in TGE151) from the SDK, clean and new build gives:

19>interiorIO.obj : error LNK2019: unresolved external symbol "public: bool __thiscall ConstructorSimpleMesh::read(class Stream &)" (?read@ConstructorSimpleMesh@@QAE_NAAVStream@@@Z) referenced in function "public: bool __thiscall Interior::read(class Stream &)" (?read@Interior@@QAE_NAAVStream@@@Z)
19>interiorIO.obj : error LNK2019: unresolved external symbol "public: bool __thiscall ConstructorSimpleMesh::write(class Stream &)const " (?write@ConstructorSimpleMesh@@QBE_NAAVStream@@@Z) referenced in function "public: bool __thiscall Interior::write(class Stream &)const " (?write@Interior@@QBE_NAAVStream@@@Z)
19>interiorRender.obj : error LNK2019: unresolved external symbol "public: void __thiscall ConstructorSimpleMesh::render(bool,bool,bool,unsigned int,unsigned int)" (?render@ConstructorSimpleMesh@@QAEX_N00II@Z) referenced in function "public: void __thiscall Interior::renderStaticMeshes(bool,bool,unsigned int)" (?renderStaticMeshes@Interior@@QAEX_N0I@Z)
19>sgLightMap.obj : error LNK2019: unresolved external symbol "bool __cdecl castRayTriangle(class Point3F,class Point3F,class Point3F,class Point3F,class Point3F,float &,class Point2F &)" (?castRayTriangle@@YA_NVPoint3F@@0000AAMAAVPoint2F@@@Z) referenced in function "public: static bool __cdecl sgShadowObjects::sgCastRayStaticMesh(class Point3F,class Point3F,class ConstructorSimpleMesh *)" (?sgCastRayStaticMesh@sgShadowObjects@@SA_NVPoint3F@@0PAVConstructorSimpleMesh@@@Z)
19>../example/torqueDemo.exe : fatal error LNK1120: 4 unresolved externals

Am I doing it wrong ? :)

[EDIT] oops sorry, forgot to mention: Clean 151 copy builds fine, using VS2005 EE[/EDIT]
#195
04/22/2007 (9:55 am)
Hey guys, the Modernization Kit Forums might have some answers for you.

Username: torqueUser
Password tMK60152

Also, the 1.5.1 download does not include a VC8 project file. I only have time to maintain project files for compilers I use regularly (and truth be told, I barely have time to maintain a VC7 project file). The VC8 project file has always been donated by a MK user.
#196
04/22/2007 (3:35 pm)
Very nice alex. a forum directly for this. makes things much easier to address.
#197
04/23/2007 (10:32 am)
Here's some more WoWness from MK. with build 0009

Normal map
i126.photobucket.com/albums/p117/seijisota/mk/screenshot_002-00003.png?t=1177349470
Parallax map
i126.photobucket.com/albums/p117/seijisota/mk/screenshot_002-00004.png?t=1177349482

parallax maps looks pretty much the same as the normal. just just a bit more poped out. i know the angle is bad.
#198
04/23/2007 (9:15 pm)
The engine compiles fine, but I'm getting an error here:

Line 554: F32 halfangle = mDegToRad(mDataBlock->sgSpotAngle) * 0.5f;

When the "demo" mission is loading, It get to the lightning point then pops up a dialog with this error:

"Fatal:(/Users/blurred/Desktop/Torque Game Engine 1.5.1 SDK/Torque SDK/xcode/../engine/lightingSystem/sgLightMap.cc @ 554"

UPDATE: I also get this error in the "starter.fps" example, in the "Stronghold" mission. A dialog says retry or cancel. If I hit retry, it pops up again after a while, and and this keeps happening until the scene is loaded. Other than this, everything works fine.

Any ideas? I have started from a fresh copy of both Torque and MK and still get this error here.

Thanks guys!

Ricardo
#199
04/28/2007 (7:13 am)
Question guys... does fog affect bumpmapped objects or the water?

thx

--Mike
#200
04/30/2007 (12:13 pm)
Has anybody gotten a crash when they try running a dedicated server? The exact error is in mkDRL.cpp in _DRL::setBiasLimits and how would I fix this? I don't like the idea of creating another directory and copying all my files with only a different script just for a dedicated server.

Thanks.