First Experiences
by Jim Rucker · in Torque Game Engine Advanced · 04/28/2009 (11:01 pm) · 3 replies
Hello. I bought the TGEA engine and have been trying to follow the tutorials to get started. I installed blender and the dts converter and used it on the example.blend file to produce an example.dts. So far, so good.
Next I used the SetupNewProject.exe script to create a project called First. I compiled and ran it. So far so good :)
From the TorqueScript tutorials I found sample code the load this new datablock:
datablock StaticShapeData(MyFirstDataBlock){ shapeFile = "c:\test\example.dts"};
new StaticShape() { dataBlock = "MyFirstDataBlock"; position+"0.0 0.0 0.0"; rotation = "1 0 0 0"; scale="1 1 1";};
This resulted in a crash with the following stacktrace. So, here are my questions:
1. If I debug this and create a patch to fix this issue, how/where do I submit it?
2. Is there any way to paste from the clipboard into the Torque Command line?
3. Is this a valid method for loading a .dts file?
4. It looks like this is creating a screenshot of the rendered object to use for faster rendering in the future. Any hits why this would cause issues?
<<<<<< Removing stack trace >>>>>
Next I used the SetupNewProject.exe script to create a project called First. I compiled and ran it. So far so good :)
From the TorqueScript tutorials I found sample code the load this new datablock:
datablock StaticShapeData(MyFirstDataBlock){ shapeFile = "c:\test\example.dts"};
new StaticShape() { dataBlock = "MyFirstDataBlock"; position+"0.0 0.0 0.0"; rotation = "1 0 0 0"; scale="1 1 1";};
This resulted in a crash with the following stacktrace. So, here are my questions:
1. If I debug this and create a patch to fix this issue, how/where do I submit it?
2. Is there any way to paste from the clipboard into the Torque Command line?
3. Is this a valid method for loading a .dts file?
4. It looks like this is creating a screenshot of the rendered object to use for faster rendering in the future. Any hits why this would cause issues?
<<<<<< Removing stack trace >>>>>
#2
In retrospec I probably shouldn't have posted the stack trace since the functions and call stack were more info that should be released to people who didn't buy the engine.
I hadn't noticed the private (My Product) forums before. Just browsing through them is a fountain of information.
Thanks again
04/29/2009 (9:42 am)
Thanks for the quick reply. In retrospec I probably shouldn't have posted the stack trace since the functions and call stack were more info that should be released to people who didn't buy the engine.
I hadn't noticed the private (My Product) forums before. Just browsing through them is a fountain of information.
Thanks again
#3
Glad you found the private forums and welcome to the Inner Sanctum!!
04/30/2009 (7:40 am)
I wouldn't worry about posting the stack trace, nothing in there anyone could steal anything from.Glad you found the private forums and welcome to the Inner Sanctum!!
Torque Owner Andy Rollins
ZDay Game
Alex from GG posted a fix and it's on the known issues list for TGEA 1.8.1 so probably best you use his fix from there www.garagegames.com/community/forums/viewthread/84943
The screenshots you mention it taking are known as billboards, when objects are far in the distance rather than drawing the 3d object Torque can instead just render these billboards, in theory it should improve performance in reality we never saw it make much difference.