Loading Missions in TGE 1.5.2
by Michael Kennedy · in Torque Game Engine · 11/07/2008 (8:07 pm) · 14 replies
Hi Everyone,
This is my first post I am new to TGE and only got into it because I am going to DeVry University for there Game Degree.
On to the point of where I am having trouble.
Ok TGE 1.5.2 comes with two Kits FPS and a Racing one, there is also a tutorial.base folder as well. Going off of the Tutorial that comes with the TGE in Torque/SDK/Example Folder. It says to create another copy of the tutorial.base folder and name it GameOne so I named it BattleWars as thats the name for my game. It then said to open up the main.cs file from Torque/SDK/Example and where it says:
$defaultGame = "tutorial.base";
I put in:
$defaultGame = "BattleWars";
So when I run the TorqueDemo.exe from the same folder Torque/SDK/Example it will know which folder to use for its files. So at the moment my game has all the files the tutorial.base folder had since I just copied it. So I open up the executable and I see the default checkerboard ground so I make my changes by added in grass, and some objects and what not following the tutorial PDF file and save the mission as "Forest Level" I then quit out of TGE and shut off my system for the day. The next day I go into the Torque/SDK/Example folder to run the TorqueDemo.exe again like I did before so I can continue my level it then opens to the default checkerboard level again when I open the World Editor (F11) I then go to File -> Open Mission and go to BattleWars/Data/Missions and then click on Forest Level and hit load and now it is stuck on the Waiting For Server screen the only thing I can do is hit the cancel button. I have no idea what is going on a friend of mine is having the same issue as well, any ideas I must be missing something.
The folders I have inside BattleWars is Client, Data, and Server and a couple of files that were there from the start (main.cs, main.cs.dso, prefs.cs, prefs.cs.dso) I did not mess with any of those files or the CLient or Server folders at all. The data folder I copied and pasted some objetcs from the FPS start kit like trees and buildings, etc so I can use that in my game.
Any help would be great it kind of sucks to have worked on my level for hours to not be able to open it again so I can continue with it.
Thanks!
This is my first post I am new to TGE and only got into it because I am going to DeVry University for there Game Degree.
On to the point of where I am having trouble.
Ok TGE 1.5.2 comes with two Kits FPS and a Racing one, there is also a tutorial.base folder as well. Going off of the Tutorial that comes with the TGE in Torque/SDK/Example Folder. It says to create another copy of the tutorial.base folder and name it GameOne so I named it BattleWars as thats the name for my game. It then said to open up the main.cs file from Torque/SDK/Example and where it says:
$defaultGame = "tutorial.base";
I put in:
$defaultGame = "BattleWars";
So when I run the TorqueDemo.exe from the same folder Torque/SDK/Example it will know which folder to use for its files. So at the moment my game has all the files the tutorial.base folder had since I just copied it. So I open up the executable and I see the default checkerboard ground so I make my changes by added in grass, and some objects and what not following the tutorial PDF file and save the mission as "Forest Level" I then quit out of TGE and shut off my system for the day. The next day I go into the Torque/SDK/Example folder to run the TorqueDemo.exe again like I did before so I can continue my level it then opens to the default checkerboard level again when I open the World Editor (F11) I then go to File -> Open Mission and go to BattleWars/Data/Missions and then click on Forest Level and hit load and now it is stuck on the Waiting For Server screen the only thing I can do is hit the cancel button. I have no idea what is going on a friend of mine is having the same issue as well, any ideas I must be missing something.
The folders I have inside BattleWars is Client, Data, and Server and a couple of files that were there from the start (main.cs, main.cs.dso, prefs.cs, prefs.cs.dso) I did not mess with any of those files or the CLient or Server folders at all. The data folder I copied and pasted some objetcs from the FPS start kit like trees and buildings, etc so I can use that in my game.
Any help would be great it kind of sucks to have worked on my level for hours to not be able to open it again so I can continue with it.
Thanks!
#2
When I clicked on new mission it loaded a mission that had hills and mountains already and nothing flat so how would I get a new mission that is flat and has nothing done yet?
I had a mission with all kinds of goodies already done which was the Forest Level but that mission won't load it gets stuck at the wiating for server screen.
11/08/2008 (10:17 am)
This is exactly how I did my Forest Level just like you have mentioned but instead of naming in BattleTest I named it Forest Level with a space does this matter having a space there?When I clicked on new mission it loaded a mission that had hills and mountains already and nothing flat so how would I get a new mission that is flat and has nothing done yet?
I had a mission with all kinds of goodies already done which was the Forest Level but that mission won't load it gets stuck at the wiating for server screen.
#3
I followed your steps and created a BattleTest.mis and added some things and then saved it. I think completely closed everything out. I then went right back in and it won't load the mission its stuck at the waiting for server screen just like the ForestLevel.mis I had so where I am standing I have to do everything in one sitting and then save it and take screenshots which is all I need at this point for the iLab is screenshots, but later on this will be a problem.
Also does it matter that I take some material from the start.fps/data folder like some interiors and static shapes and copy it over to the BattleWars/data folders? Would that be messing this up?
11/08/2008 (10:51 am)
I just replicated the problem.I followed your steps and created a BattleTest.mis and added some things and then saved it. I think completely closed everything out. I then went right back in and it won't load the mission its stuck at the waiting for server screen just like the ForestLevel.mis I had so where I am standing I have to do everything in one sitting and then save it and take screenshots which is all I need at this point for the iLab is screenshots, but later on this will be a problem.
Also does it matter that I take some material from the start.fps/data folder like some interiors and static shapes and copy it over to the BattleWars/data folders? Would that be messing this up?
#4
Do you get the same error if you worked with the Starter FPS ?
11/08/2008 (11:36 am)
Michael, I tried to duplicate your error here, but It's working as expected.Do you get the same error if you worked with the Starter FPS ?
#5
This is my steps and you can see where I went wrong:
I copy and pasted the tutorial.base folder which is located in Torque/SDK/Example I then renamed it to BattleWars. I then went into Torque/SDK/Example/starter.fps/data/interiors and copied that entire folder to BattleWars/Data/interiors. I then went into Torque/SDK/Example/starter.fps/data/shapes and copied over the barrels, campfires, rocks, and trees folders the entire contents of those folders into BattleWars/data/shapes and pasted them there.
Then ran TorqueDemo.exe and it opened up the F World flat.mis by default. I DID NOT do File-> New because when I do that the default terrain is all hilly and crapy looking so I just used the default flat.mis to start my mission. So I added some objects and did my thing I then went to File -> SaveMission As... and named it ForestLevel in the BattleWars/Data/Missions folder (there is a flat.mis file in there as well when I saved it). Now I closed everything up every single window. I then ran the TorqueDemo.exe again it opened up the flat.mis default mission like it always does I then went to File -> Open and went to ForestLevel and it won't open it is stuck at the Waiting For Server portion of the load. It does this every time to me it sounds like I only have one shot I do my thing and it doesn't even matter if I save the mission or not it won't open once I close TGE and try to open it again.
Is it because I am using files from starter.fps like the Trees and Tower and Bridge, etc that is overwritten something or those items need other items which I haven't copied over to the BattleWars folders that it is stuck?
11/08/2008 (11:52 am)
If I modifiy that line to "starter.fps instead of BattleWars so it knows which folder to look at and then Run TorqueDemo.exe it runs the StarterFPS just fine with a whoel different GUI and everything I didn't touch that folder.This is my steps and you can see where I went wrong:
I copy and pasted the tutorial.base folder which is located in Torque/SDK/Example I then renamed it to BattleWars. I then went into Torque/SDK/Example/starter.fps/data/interiors and copied that entire folder to BattleWars/Data/interiors. I then went into Torque/SDK/Example/starter.fps/data/shapes and copied over the barrels, campfires, rocks, and trees folders the entire contents of those folders into BattleWars/data/shapes and pasted them there.
Then ran TorqueDemo.exe and it opened up the F World flat.mis by default. I DID NOT do File-> New because when I do that the default terrain is all hilly and crapy looking so I just used the default flat.mis to start my mission. So I added some objects and did my thing I then went to File -> SaveMission As... and named it ForestLevel in the BattleWars/Data/Missions folder (there is a flat.mis file in there as well when I saved it). Now I closed everything up every single window. I then ran the TorqueDemo.exe again it opened up the flat.mis default mission like it always does I then went to File -> Open and went to ForestLevel and it won't open it is stuck at the Waiting For Server portion of the load. It does this every time to me it sounds like I only have one shot I do my thing and it doesn't even matter if I save the mission or not it won't open once I close TGE and try to open it again.
Is it because I am using files from starter.fps like the Trees and Tower and Bridge, etc that is overwritten something or those items need other items which I haven't copied over to the BattleWars folders that it is stuck?
#6
Everything you have done should be working for you, I just ran through your steps, and your mission loads as expected.
Perhaps somebody here at GG would have another idea what it could be.
11/08/2008 (12:39 pm)
I went through and did exactly as you did.Everything you have done should be working for you, I just ran through your steps, and your mission loads as expected.
Perhaps somebody here at GG would have another idea what it could be.
#7
DoubleClick TorqueDemo.exe in the Torque/SDK/Example folder and once that is up then F11 or click the icon for world editor and it will load in the flat.mis as always and then do the Control O which is the open mission function go to BattleWars/Data/Missions folder and open ForestLevel and see if it opens then.
If it does for you then I have no frickkin idea what is wrong here. My girlfriend who is also in the same class as me and doing the same thing and its happening to her as well.
What I have done know was copied and pasted the tutorial.base folder again and renamed it BattleWars and then in side the data folder I deleted it all and went into the starter.fps/data and copied the whle directory into the BattleWars/data folder and thats it. I then opened up torquedemo.exe and opened up the Stronghold mission and it opened just fine and opened up the other missions that come with the starter.fps kit and they all open so I am wondering if there is some kind of script that is missing when I only copy part of the starter.fps data folder like the trees, rocks, etc. maybe one of those files are attached to some other file within the data folder and I didn't copy it over I am not sure but since I just copied the whole data directory over it seems to be opening but the levels are all made up already so I will have to modify it from there.
Thanks for all your help so far at least I am getting responses I tried asking class mates and no one has responded so far not even the professor so I am glad u are working with me :)
11/08/2008 (4:39 pm)
When you created the ForestLevel did you put stuff in it? Like I put in a tower, cottage, trees, painted the ground with grass and water and sand and put in a bridge and dock just add those in and put them somewhere and then do the save mission as... ForestLevel and then quit out and restart your PC and then try to load it with this method.DoubleClick TorqueDemo.exe in the Torque/SDK/Example folder and once that is up then F11 or click the icon for world editor and it will load in the flat.mis as always and then do the Control O which is the open mission function go to BattleWars/Data/Missions folder and open ForestLevel and see if it opens then.
If it does for you then I have no frickkin idea what is wrong here. My girlfriend who is also in the same class as me and doing the same thing and its happening to her as well.
What I have done know was copied and pasted the tutorial.base folder again and renamed it BattleWars and then in side the data folder I deleted it all and went into the starter.fps/data and copied the whle directory into the BattleWars/data folder and thats it. I then opened up torquedemo.exe and opened up the Stronghold mission and it opened just fine and opened up the other missions that come with the starter.fps kit and they all open so I am wondering if there is some kind of script that is missing when I only copy part of the starter.fps data folder like the trees, rocks, etc. maybe one of those files are attached to some other file within the data folder and I didn't copy it over I am not sure but since I just copied the whole data directory over it seems to be opening but the levels are all made up already so I will have to modify it from there.
Thanks for all your help so far at least I am getting responses I tried asking class mates and no one has responded so far not even the professor so I am glad u are working with me :)
#8
Question: when you copied/pasted/renamed the tutorial.base folder to Battlewars, did you move it back into the example folder or did you leave it somewhere else?
The answer to you question about using the assets from starter.fps is no, it shouldn't have any effect at all. There is nothing inside the Interiors, or those particular shape directories (barrels, campfires, rocks, trees) that depend on anything else from the starter.fps.
11/08/2008 (4:56 pm)
I couldn't duplicate your problem either.Question: when you copied/pasted/renamed the tutorial.base folder to Battlewars, did you move it back into the example folder or did you leave it somewhere else?
The answer to you question about using the assets from starter.fps is no, it shouldn't have any effect at all. There is nothing inside the Interiors, or those particular shape directories (barrels, campfires, rocks, trees) that depend on anything else from the starter.fps.
#9
Well what I have done now was started new I deleted every mention of BattleWars and started new. I copied and pasted tutorial.base and named it BattleWars. I then went into BattleWars and deleted the data folder. I then went into the starter.fps/data folder and copied the entire data folder only data folder NOT the client or server folders and pasted that in BattleWars folder. Now when I go to open there are several missions in there now Stronghold, barebones, and a couple of others and those all load up fine. I then started with a new mission with a flat checkerboard ground one and put in a few things tower, bridge, grass, etc. and named it Forest.mis and saved that in BattleWars/data/missions and then closed it all up and rebooted and then opened torquedemo.exe and loaded Forest.mis and it came up just fine so I must have missed something somewhere I do not know where but it works for some reason now so I am going to do what I can now and get this iLab done hehe.
Thanks again!
P.S.
I have another question unrelated to this problem.
1) I have Torque Constructor I have never used this before is this a 3D package used to create objects?
2) Lets say I go into Constructor and create a box and slap a texture on it to make it a wooden crate for example. What file format should I save this as so I can then use this object in my mission level? I keep hearing about DTS and DIF and not sure what those two mean. I would want to save this crate as a static shape as it would just sit there in the level as decoration.
3) If I did want to create an object that I would want the player to interact with say like coins or treasure what file format would I then save it as so its scriptable?
Thanks!
11/08/2008 (5:06 pm)
Well the tutorial.base folder is located in the example folder so I left it right there I did a copy and paste right there and renamed the folder BattleWars and left it right in the example folder where everything else is aka starter.fps, starter.racing and tutorial.base.Well what I have done now was started new I deleted every mention of BattleWars and started new. I copied and pasted tutorial.base and named it BattleWars. I then went into BattleWars and deleted the data folder. I then went into the starter.fps/data folder and copied the entire data folder only data folder NOT the client or server folders and pasted that in BattleWars folder. Now when I go to open there are several missions in there now Stronghold, barebones, and a couple of others and those all load up fine. I then started with a new mission with a flat checkerboard ground one and put in a few things tower, bridge, grass, etc. and named it Forest.mis and saved that in BattleWars/data/missions and then closed it all up and rebooted and then opened torquedemo.exe and loaded Forest.mis and it came up just fine so I must have missed something somewhere I do not know where but it works for some reason now so I am going to do what I can now and get this iLab done hehe.
Thanks again!
P.S.
I have another question unrelated to this problem.
1) I have Torque Constructor I have never used this before is this a 3D package used to create objects?
2) Lets say I go into Constructor and create a box and slap a texture on it to make it a wooden crate for example. What file format should I save this as so I can then use this object in my mission level? I keep hearing about DTS and DIF and not sure what those two mean. I would want to save this crate as a static shape as it would just sit there in the level as decoration.
3) If I did want to create an object that I would want the player to interact with say like coins or treasure what file format would I then save it as so its scriptable?
Thanks!
#10
1: Constructor is primarily used for Interiors. These can be things other than buildings but...
2: If you make a box and texture it in Constructor you would only be able to export it to the .dif format. Interiors objects are modeled in such a way known as CSG modeling which uses BSP algorithms to export the resultant data in an optimized format. It's primarily been optimized for fast collision calculations (without having to make seperate collision boxes), and portaling (hiding - not rendering what can't be seen). It has a few limitations that you will need to know and design for/around, such as lack of curves and high detail, you mostly build things with cubes & cylinders and subtract/carve to make other shapes, inability to have convex geometry, no interaction other than collision, and more. You would use this format for buildings that you wish to enter or for big expansive levels that don't require interaction with decorative objects. Games such as Unreal and Half-life still make extensive use of BSP and CSG modeling. These are just a few basics but you should be able to find more information by looking up the terms CSG (Constructive Solid Geometry) and/or BSP (Binary Space Partitioning).
3: Interactive objects will have to created in a 3d modeling program and then exported to the .dts format. Only objects in this format can have scripts linked to them.
This is an excellent guide to using Constructor: Apparatus' Interior Guide Pack. There is an optional support/asset package for it available for free to SDK owners somewhere on here.
11/08/2008 (6:48 pm)
Glad you got it working.1: Constructor is primarily used for Interiors. These can be things other than buildings but...
2: If you make a box and texture it in Constructor you would only be able to export it to the .dif format. Interiors objects are modeled in such a way known as CSG modeling which uses BSP algorithms to export the resultant data in an optimized format. It's primarily been optimized for fast collision calculations (without having to make seperate collision boxes), and portaling (hiding - not rendering what can't be seen). It has a few limitations that you will need to know and design for/around, such as lack of curves and high detail, you mostly build things with cubes & cylinders and subtract/carve to make other shapes, inability to have convex geometry, no interaction other than collision, and more. You would use this format for buildings that you wish to enter or for big expansive levels that don't require interaction with decorative objects. Games such as Unreal and Half-life still make extensive use of BSP and CSG modeling. These are just a few basics but you should be able to find more information by looking up the terms CSG (Constructive Solid Geometry) and/or BSP (Binary Space Partitioning).
3: Interactive objects will have to created in a 3d modeling program and then exported to the .dts format. Only objects in this format can have scripts linked to them.
This is an excellent guide to using Constructor: Apparatus' Interior Guide Pack. There is an optional support/asset package for it available for free to SDK owners somewhere on here.
#11
On the GG site under content packs there is 2 foliage packs for sale $16 a piece if I wanted to buy those would I then be able to use those inside my level?
How would I install those content packs into TGE so I can use them?
Thanks for the Guide to I will print that out and read it.
I have Blender for a 3D Program how do you export a object as a DTS?
11/08/2008 (7:10 pm)
Thanks for the explanation so I got confused on part 2 hehe so I can use Constructor to make stuff and import it to a DIFF which will be used for interiors like crates and chairs and what not that is fine.On the GG site under content packs there is 2 foliage packs for sale $16 a piece if I wanted to buy those would I then be able to use those inside my level?
How would I install those content packs into TGE so I can use them?
Thanks for the Guide to I will print that out and read it.
I have Blender for a 3D Program how do you export a object as a DTS?
#12
11/17/2008 (6:34 pm)
It looks like I am still having this issue, it creepped back up I thought it was fixed but it wasn't hehe. I hav eno idea what to do next maybe re-install the TGE software and hope for the best but even when I create a basic terrain and save it and then open it at a later time it gets stuck and won't open my mission all the other missions that come with TGE like the starter.fps and starter.racing all work just fine its just when I create my own mission from scratch and save it and then open it later it won't open the mission.
#13
You can copy/paste the starter.fps and starter.racing anywhere you like and rename them as you will and they will work. However there is some hardcoded filepaths in the tutorial.base that doesn't allow a whole lot of customization, it has a poorly written dependency for the stock tutorial.base directory. I could be wrong but I think this is what the problem is - especially since you say the starters work just fine. Personally I would never use the tutorial.base as a starting point.
11/17/2008 (9:56 pm)
Are you still using the tutorial.base (renamed) as your working codebase? And if so, do you have the original stock tutorial.base in the same base directory?You can copy/paste the starter.fps and starter.racing anywhere you like and rename them as you will and they will work. However there is some hardcoded filepaths in the tutorial.base that doesn't allow a whole lot of customization, it has a poorly written dependency for the stock tutorial.base directory. I could be wrong but I think this is what the problem is - especially since you say the starters work just fine. Personally I would never use the tutorial.base as a starting point.
#14
When I save the mission for the first time I use Save Mission As.. and then go to the BattleWars/data/missions and then name it forest.mis and hit save later on maybe the next day or whenever I try to load the mission and it won't load. It usually happens when I have added objects in like the Tower and Cottage and Trees and some lanterns and some health potions and barrels all of which are within the starter.fps starter kit. After I have added around 30 objects or so I save it every 5 minutes and then the next day or whenever I get back into it the mission won't load it has done this everytime but it loads all the other missions correctly the ones that came with the TGE like stronghold, etc.
11/17/2008 (10:13 pm)
Yeah I have tried copying the starter.fps folder and renaming it as it comes with some good objects and things for me to play around with. I keep the renamed folder and the starter.fps and starter.racing and tutorial.base folders all in the same place (Torque/SDK/Example) Everything is in the example folder. So after I rename it to BattleWars I then go into the main.cs that is in the Example folder and change that line so when I launch the torquedemo.exe it knows where to look for the files. Once TGE loads I press F11 to load the world editor it then drops me in the default mission with the checkerboard as the ground I then click on New Mission and it then drops me in a similar level as before except now it has 3 different textures painted as the ground and its all rocky and not flat I then use this and lay down some terrain like grass and patchy and sand and I layed down a few LOGO items since I am going through the Tutorial Guide that came with the TGE software so I can learn how to script.When I save the mission for the first time I use Save Mission As.. and then go to the BattleWars/data/missions and then name it forest.mis and hit save later on maybe the next day or whenever I try to load the mission and it won't load. It usually happens when I have added objects in like the Tower and Cottage and Trees and some lanterns and some health potions and barrels all of which are within the starter.fps starter kit. After I have added around 30 objects or so I save it every 5 minutes and then the next day or whenever I get back into it the mission won't load it has done this everytime but it loads all the other missions correctly the ones that came with the TGE like stronghold, etc.
Torque 3D Owner Scott Warren
Copy tutorial.base
Paste tutorial.base
Rename "Copy of tutorial.base" to "BattleWars" without the quotes.
In the same window, find main.cs and open in your editor.
change line 6:
Save the file.
In the same window, Double left click torqueDemo.exe
At the load-up screen click World Editor, the icon of a wrench and Globe.
By default, F World opens, this is the name of the default load mission.
Go to top left of the World Editor window: Click File > New Mission
"New Mission" will load and your blue guy will drop to the ground.
Go to File > Save Mission As...
Click on the small " + " next to BattleWars folder
Click on the small " + " next to data folder
Click on the missions folder
At the bottom of the window type in the name that you wish to save your mission as
Perhaps something like BattleTest.mis as example and click the Save button on the bottom right of the window.
Now to open your mission file for editing:
File > Open File
Click on the small " + " next to BattleWars folder
Click on the small " + " next to data folder
Click on the mission folder
On the right pane of the window highlight BattleTest.mis
Your BattleTest.mis mission will load, and your BlueGuy will drop to the ground.
Your in your new mission file ( which ever you named it.)
You can make all your changes and choose File > Save Mission from there.
As a side note: Choosing Start > All Programs > Torque Game Engine 1.5.2 SDK > Tutorial base will open the Flat.mis file again.
You'll need to go to the directory where TorqueDemo is instead, and click TorqueDemo to get to your mission.
(minor grammer fix, and added info about the desktop link.)