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TGEA 1.7.0 Beta 1 Bug - wheeledvehicle wheels

by Kirk Longendyke · in Torque Game Engine Advanced · 03/21/2008 (1:16 pm) · 15 replies

Converting the old starter.racing code over to the latest methodologies, ie:

replacing game\starter.racing\client\scripts\shaders.cs with the td3 one,
convering the audioprofile, and audiodescriptions to thier SFX equivalents, yadda yadda yadda,
long story short:

Object 'tireEmitter' is not a member of the 'ParticleEmitterData' data block class

img106.imageshack.us/img106/2820/nowheelszt0.th.jpg

#1
03/21/2008 (2:28 pm)
AHA!! I had seen the same thing and just had not dug into it yet. Well thanks Kirk.
#2
03/21/2008 (2:38 pm)
Check to make sure that the file containing the datablock "tireEmitter" actually exists, is executed, and most importantly is executed before it is needed (referenced within your main vehicle object datablock).
#3
03/21/2008 (3:12 pm)
Actually, youre right. that was still remmed out. didn't fix the non-allocation of a wheel set issue though. hrm...
#4
03/21/2008 (3:34 pm)
@Kirk - Do the wheels cast shadows in 1.7? If not i have the fix... i don't know if it ever got checked into the build.
#5
03/21/2008 (3:39 pm)
The wheels don't get mounted period. no visual, no collison. nadda. that's the head-scratcher, since theres also no asserts to go off of.

eidt: just got done pulling the binary-file compare with a pair of wheeledvehicle.cpps aside from updateparticleemmitter, nothing else tire related seems extant changewise, so we gotta look a bit higher up the chain looks like.
#6
03/22/2008 (4:29 am)
I fixed this in my copy. I don't recall offhand, wheeledVehicle is missing one of the render functions, that handles displaying the wheels clientside. Diff against an older copy, you'll quickly see which one it is.
#7
03/24/2008 (3:35 pm)
Yeah I tried to diff it and saw no such function. Care to point at it for us?
#8
03/24/2008 (4:21 pm)
At a quick glance
void WheeledVehicle::prepBatchRender(SceneState* state, S32 mountedImageIndex )

Seems to be missing from 1.70
#9
03/24/2008 (6:58 pm)
Nope not it. Tried it and anything else that was missing. No such luck.
#10
03/24/2008 (8:42 pm)
I have investigated a little further and it appears
WheeledVehicle::renderImage
and
WheeledVehicle::prepBatchRender
aren't even being called.
#11
03/26/2008 (4:29 pm)
I've got this fixed and ready to go for the next Beta.

Basically merge back in the WheeledVehicle::prepBatchRender() from TGEA 1.0.3 and make void prepBatchRender() in shapeBase.h to virtual void prepBatchRender() and you should be good to go.

It doesn't appear that the wheels are rendering shadows. I vaguely recall someone posting a fix for that in the forums at some point. I would really appreciate it if someone could look into that (either find the fix or fix it themselves).
#12
03/26/2008 (5:20 pm)
@Matt - I've posted the fix before, but the forum search is thwarting my progress here. I'll get it out of my repo and check it into SVN tonight.

What demo can i test a wheeled vehicle in?
#13
03/26/2008 (5:43 pm)
I copied the data\shapes\buggy folder and the server\scripts\car.cs over from TGE 1.5.2 into T3D, added the exec() to games.cs, and put in a simple material.cs (since the buggy texture has transparency), and I was good to go (just dropped in from the Mission Editor). I was a little surprised at how quickly that dropped into place =)

I *may* add that permantenly to T3D since it is a good place to play around but I need to ponder that a little more. I think it would be really slick if the Player Picker could let you select controllable things other than Player's. Fairly simple change but we will see based on the time I have.
#14
03/28/2008 (7:12 am)
The shadow fix is in the repo now.
#15
03/31/2008 (10:43 am)
This should be fixed in Beta 2. Please retest if you get a chance. Thanks!