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GMK 1.2.4 Installation Error

by Boğaz Harbi · in Game Mechanics Kit · 09/11/2009 (10:03 am) · 22 replies

Hi Friends, GMK I got some errors while installing the 1.2.4 version. I have read the installation guide and there I applied exactly as written ones. Also on my computer installed the latest version of PhysX SDK, and ultimately gives an error like this:


Error 59 fatal error C1083: Cannot open include file: 'NxPhysics.h': No such file or directory c:\torque\torque 3d 2009 beta 5\engine\source\t3d\physics\physx\px.h 31 GMK1 DLL


Pointed part of the error code:

//
// This PhysX implementation for Torque was originally based on
// the "PhysX in TGEA" resource written by Shannon Scarvaci.
//
// http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=12711
//

#ifndef _PHYSX_H_
#define _PHYSX_H_

/*
#ifndef _TORQUE_TYPES_H_
#	include "platform/types.h"
#endif
*/

#if defined(TORQUE_OS_MAC) && !defined(__APPLE__)
   #define __APPLE__
#elif defined(TORQUE_OS_LINUX) && !defined(LINUX)
   #define LINUX
#elif defined(TORQUE_OS_WIN32) && !defined(WIN32)
   #define WIN32
#endif

#ifndef NX_PHYSICS_NXPHYSICS
#include <NxPhysics.h>
#endif
#ifndef NX_FOUNDATION_NXSTREAM
#include <NxStream.h>
#endif
#ifndef NX_COOKING_H
#include <NxCooking.h>
#endif
#ifndef NX_FOUNDATION_NXUSEROUTPUTSTREAM
#include <NxUserOutputStream.h>
#endif

#pragma comment(lib, "PhysXLoader.lib")
#pragma comment(lib, "NxCooking.lib")

/// The single global physx sdk object for this process.
extern NxPhysicsSDK *gPhysicsSDK;

enum PxGroups
{
   PxGroup_Default,
   PxGroup_ClientOnly,
};

#endif // _PHYSX_H_

Please help me for this problem solving.

Thanks for your attentions.

About the author

We are working on FPS game project called Boğaz Harbi : Epic of Gallipoli War at Kodgraf Game Studio in Ankara, Turkey. http://www.bogazharbi.com/en http://www.bogazharbigame.com http://twitter.com/bogazharbigame http://facebook.com/bogazharbigame

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#1
09/14/2009 (6:18 am)
The above examples include and lib settings PhysX error was resolved by looking. However, at this time an error was as follows:

Error 429 fatal error LNK1120: 12 unresolved externals DLL ../../../game/GMK1.dll GMK1

However, almost all the obj file that points to an unresolved externals error.

Waiting for your helps
#2
09/14/2009 (9:27 am)
Hi, Berkan!

To install GMK with PhysX you have to use "PhysX demo" instead of "full template" generated project as starting point. You can also check this thread.

>Error 429 fatal error LNK1120: 12 unresolved externals DLL ../../..
>/game/GMK1.dll GMK1

Could you please show full text of this error?

Link errors can occur whenever some *.lib aren't provided to project dependencies or some *.cpp aren't added to project.

#3
09/14/2009 (10:42 am)
As you say, I merged the code with "PhysX Demo". However I receive some errors.

You can download the error code text file.
#4
09/14/2009 (11:40 am)
@Berkan
All but one of link errors come from
SceneObject::onNewParent
SceneObject::onNewChild
SceneObject::onLostChild

But there are no such functions in my sceneObject of Beta 5.
Have you modified sceneObject.h by yourself or install any other packs?

16>physicsBullet.obj : error LNK2019: unresolved external symbol "public: __thiscall PhysShapeSoftBullet::PhysShapeSoftBullet(class Physics *,struct PhysSoftInfo const &)" fo@@@Z)


The last one of the links errors is generated because you apparently
add physicsBullet.cpp file into the project. You don't have to do this, since you want to use PhysX.
#5
09/14/2009 (12:07 pm)
I did not install any other pack I just install GMK. Other than that I did not make any changes.

I was removed from the project physicsBullet.cpp file. But still gives the same error.

Please click here to see the full text of error
#6
09/14/2009 (12:16 pm)
@Berkan

You didn't have to add any files from "source\T3D\logickingMechanics\physics\bullet" while you aiming to use PhysX. That's why you got last few link errors, there's a mention of this in programmer's guide.

However I still confused about onNewParent, onNewChild, onLostChild etc
It has nothing to do with GMK modifications, could you please show the content of your SceneObject.h?



#7
09/14/2009 (12:45 pm)
onNewParent, onNewChild, onLostChild etc

I think thats got to do with "platforms" resource
#8
09/15/2009 (5:39 am)
@Yuri

Okay I'm sorry too. bullet folder completely erased from my project. And rebuild my project but still gives the same error.

Please click here to see the full text of error.

To view the contents of the file sceneObject.h please click here.

#9
09/15/2009 (8:06 am)
@Berkan

It's pretty obvious to me now. You are using modified sceneObject.h and this is the cause of all errors.

Maybe Deepscratch is right and you have installed "platforms" resource or something similar?
Any way your current link errors have nothing to do with GMK.
I suggest you install clean version of T3D and try again.
#10
09/15/2009 (10:34 am)
OK Yuri, after re-install Torque, GMK, and finally I did it may also print programmer's guide was compiled, any error did not come.

Now when I run the file from the menu PhysX.exe Play button when windows gives APPCRASH error.

APPCRASH error until written report for the console.log, please click here.
#11
09/15/2009 (10:38 am)
@Berkan
Try to compile it in debug mode and see where it crushes exactly.

By the way, have you tried precompiled exe and dll from the package? Does it works fine for you?
#12
09/15/2009 (11:40 am)
@Yuri

gmk.exe returns an error in the file at the loading screen.

I compiled debug mode. pxCloth.cpp file 102 line gives the error. Line as follows:

mWorld = dynamic_cast<PxWorld*>( gPhysicsPlugin->getWorld( worldName ) );
#13
09/16/2009 (10:43 am)
@Berkan

pxCloth.cpp is not GMK's cloth but original cloth from T3D. Probably you're using mission that has such clothes.

Have you tried simple.mis from GMK package?


And may I ask why are you using PhysX? It's always easier for most of users to get Bullet physics working. However PhysX working perfectly with GMK, you only have to be more careful during installation.
#14
09/16/2009 (11:09 am)
@Yuri

PhysX or Bullet does not matter, in the development of Torque is very important for me to use PhysX, because the future is out of the full version may be a more advanced physics system, so my job will become easier.

simple.mis file run the "Loading Object" message after no movement happens.

And how do I install more careful? So for that I need to run GMK What do I need to do at this stage?

Help me please Yuri...
#15
09/16/2009 (11:11 am)
@Berkan

>simple.mis file run the "Loading Object" message after no movement >happens.

This means that mission file is not found, please take a look at console.log
#16
09/16/2009 (11:17 am)
@Yuri

Please click here to see console.log
#17
09/16/2009 (11:52 am)
It seems like the mission loaded from the console.

>PhysX or Bullet does not matter

Then try bullet. It's really easier to use.

> And how do I install more careful?

Please try to follow instruction from the Programming Guide.
Step by step.
Don't try to run the game with physics from the start. Make sure that you're able to start GMK without physics. Then install Physics Pack and add physics support.

Have you been able to run the GMK without compiling exe? Try it first. There are precompiled exe and dll in the package.

#18
09/16/2009 (12:02 pm)
@Yuri

OK I will try as you said, the results here again writer.

Thank you very much for your help.
#19
09/28/2009 (4:24 pm)
@Yuri

After setting up my computer to format and carefully, step by step all the installations I've done.

This time, like you said PhysX project by copying files, GMK without support PhysX installed.

But still when I run the application "Loading Objects" message without waiting for anything after. This process made separately for gmk.exe and PhysX.exe files.

In addition, the application also ran debug mode and the same thing without any waiting.

Please click here to see console.log
#20
09/29/2009 (1:36 pm)
it looks like it loaded, you were not on the main window, you click on it, clicked on another program or on desktop, then on the torque window again, repeated, then clicked to exit out of torque,
thats what I see in your log,
what happened, or didnt happen that the problem seems to be?

maybe do a video capture from when you start torque till after it closes down, and post it here?

edit: if you dont own torsion, download the trial, and run torque from there, it may be a problem in your scripts, and torsion is excellent for finding those
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