Chiang Mai: Torque Motion & TGEA 1.7.1
by Jim Kaiser · in Artist Corner · 12/14/2008 (6:35 pm) · 8 replies
This is my first post, so forgive me if I'm not in the right forum.
I've been successful getting the Basic Motion Pack into TGE 1.5.2 but am now stuck getting it to work in TGEA 1.7.1. I've looked for the forum discussing this, but to no avail, so would be happy if someone could steer me to the right forum thread. Anyway here's my problem:
I used a clean install of TGEA 1.7.1 and used WinMerge to update cpp files. I get 2 errors when compiling with VC++ 2008 regarding the "Start" & "End" of climbing. Here is the code where I'm stuck:
===> This is in "Player.cpp" file:
//see if we are facing the climable item that we just collided with
if(gClientContainer.castRay(start, end, objectMask & (ClimableItemObjectType | StaticShapeObjectType), &rInfo))
{
mClimbing = true;
if(!mClimbing)
Con::executef(mDataBlock,3,"onStartClimb",scriptThis(), Con::getIntArg(rInfo.object->getId()));
}
else
{
if(mClimbing)
Con::executef(mDataBlock,2,"onEndClimb",scriptThis());
mClimbing = false;
}
================= complier debugger errors ======================
Error 1 error C2665: 'Con::executef' : none of the 20 overloads could convert all the argument types c:\Torque\TGEA_1_7_1\engine\source\T3D\player.cpp 3236
Error 2 error C2665: 'Con::executef' : none of the 20 overloads could convert all the argument types c:\Torque\TGEA_1_7_1\engine\source\T3D\player.cpp 3241
===========================================================
Anyone knows what the C2665 error code is?
Thanks for any help on this.
I've been successful getting the Basic Motion Pack into TGE 1.5.2 but am now stuck getting it to work in TGEA 1.7.1. I've looked for the forum discussing this, but to no avail, so would be happy if someone could steer me to the right forum thread. Anyway here's my problem:
I used a clean install of TGEA 1.7.1 and used WinMerge to update cpp files. I get 2 errors when compiling with VC++ 2008 regarding the "Start" & "End" of climbing. Here is the code where I'm stuck:
===> This is in "Player.cpp" file:
//see if we are facing the climable item that we just collided with
if(gClientContainer.castRay(start, end, objectMask & (ClimableItemObjectType | StaticShapeObjectType), &rInfo))
{
mClimbing = true;
if(!mClimbing)
Con::executef(mDataBlock,3,"onStartClimb",scriptThis(), Con::getIntArg(rInfo.object->getId()));
}
else
{
if(mClimbing)
Con::executef(mDataBlock,2,"onEndClimb",scriptThis());
mClimbing = false;
}
================= complier debugger errors ======================
Error 1 error C2665: 'Con::executef' : none of the 20 overloads could convert all the argument types c:\Torque\TGEA_1_7_1\engine\source\T3D\player.cpp 3236
Error 2 error C2665: 'Con::executef' : none of the 20 overloads could convert all the argument types c:\Torque\TGEA_1_7_1\engine\source\T3D\player.cpp 3241
===========================================================
Anyone knows what the C2665 error code is?
Thanks for any help on this.
About the author
#2
Will give that a go & let you know how it went.
Thanks again!
12/15/2008 (8:09 am)
Adam...Thanks for the quick reply.Will give that a go & let you know how it went.
Thanks again!
#3
error 1:
error 2:
error 3:
Any ideas?
Thanks for taking the time with this.....Really impressed with GG forums & community!
12/15/2008 (7:01 pm)
@Adam - Just got home and tried the above fix...that seemed to compile just fine, but now I get 3 new compiler errors that I can't figure out. They all seem to reference "Player.obj" :error 1:
Error 7 error LNK2019: unresolved external symbol "public: void __thiscall Player::setPlayerAnimAct(int)" (?setPlayerAnimAct@Player@@QAEXH@Z) referenced in function "void __cdecl cPlayersetPlayerAnimAct(class Player *,int,char const * *)" (?cPlayersetPlayerAnimAct@@YAXPAVPlayer@@HPAPBD@Z) player.obj
error 2:
Error 8 error LNK2019: unresolved external symbol "public: void __thiscall Player::calculateSwim(class Point3F *,class Point3F *,float)" (?calculateSwim@Player@@QAEXPAVPoint3F@@0M@Z) referenced in function "protected: void __thiscall Player::updateMove(struct Move const *)" (?updateMove@Player@@IAEXPBUMove@@@Z) player.obj
error 3:
Error 9 error LNK2019: unresolved external symbol "public: bool __thiscall Player::canSwim(void)" (?canSwim@Player@@QAE_NXZ) referenced in function "protected: void __thiscall Player::updateMove(struct Move const *)" (?updateMove@Player@@IAEXPBUMove@@@Z) player.obj
Any ideas?
Thanks for taking the time with this.....Really impressed with GG forums & community!
#4
From what you sent, I cant really see what the problem might be. Try posting those 3 blocks of code so I could take a look at them.
Player::canSwim
Player::calculateSwim
Player::setPlayerAnimAct
12/16/2008 (4:16 am)
Hmmm, link errors..From what you sent, I cant really see what the problem might be. Try posting those 3 blocks of code so I could take a look at them.
Player::canSwim
Player::calculateSwim
Player::setPlayerAnimAct
#5
I used WinMerge to merge in the provided code changes that was provided with "Torque Motion Pack".
Should have manually entered code from their Guide.pdf file. Seems that they had left out these three functions: Player::canSwim....Player::calculateSwim...& Player::setPlayerAnimAct.
Found some other issues as well....so now I'm going to attack this problem a different way since their source code is kinda messed up.
Will manually enter the code from their Guide.pdf file. Will just enter one item at a time...recompile...& test it before I go on to another one of their animations. This way I'll be taking it a little chunk at a time, which will be a lot easier in debugging it.
Will let you know how it goes.
12/17/2008 (8:22 am)
Found part of my problem! I used WinMerge to merge in the provided code changes that was provided with "Torque Motion Pack".
Should have manually entered code from their Guide.pdf file. Seems that they had left out these three functions: Player::canSwim....Player::calculateSwim...& Player::setPlayerAnimAct.
Found some other issues as well....so now I'm going to attack this problem a different way since their source code is kinda messed up.
Will manually enter the code from their Guide.pdf file. Will just enter one item at a time...recompile...& test it before I go on to another one of their animations. This way I'll be taking it a little chunk at a time, which will be a lot easier in debugging it.
Will let you know how it goes.
#6
Managed to get everything working in TGEA 1.7.1 with the exception of Swimming!
Has anyone gotten the Swimming animation to work correctly with TGEA 1.7.1 ?
Will continue to hammer at this & will post the specific problems I'm having next year.
12/31/2008 (2:49 pm)
Ok. Here's an update on my progress:Managed to get everything working in TGEA 1.7.1 with the exception of Swimming!
Has anyone gotten the Swimming animation to work correctly with TGEA 1.7.1 ?
Will continue to hammer at this & will post the specific problems I'm having next year.
#7
12/31/2008 (4:13 pm)
Just bought AFX and working on it at the moment :)
#8
I just purchased Torque 3D........so......"Never mind!"
04/03/2009 (9:30 pm)
Hmmmm- Torque 3D will have swimming already set up in it....I just purchased Torque 3D........so......"Never mind!"
Torque Owner Adam Beer
Ignition Games Inc.
Con::executef(mDataBlock,"onStartClimb",scriptThis(), Con::getIntArg(rInfo.object->getId()));
Con::executef(mDataBlock,"onEndClimb",scriptThis());
If that doesnt fix it, let me know.