Torque3D 3.5.1 GMK Port
by raa brubb · in Torque 3D Professional · 02/07/2014 (10:01 am) · 33 replies
Hey all,
My first beta is out here, currently the templates do NOT work and I need help from the community. Right from the box, bullet and GMK will work together. When you make a FULL (GMK is only implemented in full due to requiring full meshes), Bullet build, it runs fine. Again the only problem is the templates aren't working and I will need help fixing the problems. Go ahead and download the file and see if you can get it to work. Thanks and see you later!
My first beta is out here, currently the templates do NOT work and I need help from the community. Right from the box, bullet and GMK will work together. When you make a FULL (GMK is only implemented in full due to requiring full meshes), Bullet build, it runs fine. Again the only problem is the templates aren't working and I will need help fixing the problems. Go ahead and download the file and see if you can get it to work. Thanks and see you later!
About the author
#2
Edit: Do this when using a project derived from the full template of my port.
02/07/2014 (9:27 pm)
My template does work fine for the most part. Go to "Engine/source/T3D/logickingMechanics/physics/physics.h" and uncomment what physics you want to use, build the project, the uncomment the same physics system in "game/scripts/main.cs".Edit: Do this when using a project derived from the full template of my port.
#3
My next step though, is to implement FXAA fully into my build. Anti-Aliasing is not doing the best right now and needs some updating. Next will be DX10/DX11 and OpenGL support. Thanks!
02/07/2014 (10:42 pm)
Does the GMK gui and templates come with the the full template? I need to fix that and I'm done. To be honest, I just want to get my build working fully as I spent a week doing it. I don't know about yours but Bullet and PhysX is working on my build. Hope you understand, just trying to ram through it.My next step though, is to implement FXAA fully into my build. Anti-Aliasing is not doing the best right now and needs some updating. Next will be DX10/DX11 and OpenGL support. Thanks!
#4
Not sure if this will fix the issues with the Templates. Here is post #8 from the link provided explaining the issue with the fix:
02/07/2014 (10:45 pm)
http://www.garagegames.com/community/forums/viewthread/134096Not sure if this will fix the issues with the Templates. Here is post #8 from the link provided explaining the issue with the fix:
Quote:Okay I found what was causing the issue, after a bit of pains taking debugging, turns out that part of the enhancements of Torque 3.0 include renaming of profiles in the profiles.ed.cs to include Tools in the name.
Since gui/profiles.cs in the LogicKingMechanics folder under tools has LogicMechanicsTreeProfile trying to inherit from GuiTreeViewProfile, I had to change it to inherit from ToolsGuiTreeViewProfile, and viola - templates now appear in the Object Templates List View.
I simply used this to drop a steel barrel into the empty room template, shot it and it exploded as expected.
#5
02/08/2014 (8:46 am)
Yeah, the full template has complete gui integration. Bullet physics does behave oddly, but that might be something I messed up engine side.
#6
02/09/2014 (6:55 pm)
Seems dumb, but I couldn't figure it out. Could you upload the tools folder so I can include it in the patch?
#7
02/09/2014 (7:07 pm)
The tools folder containing the project manager files or the tools folder with the world editer gui?
#8
02/09/2014 (9:15 pm)
I believe Chuck means the LockingkingMechanics folder in the tools of the project. Could you (Chuck) upload the updated file?
#9
Once open find this line:
And change it to this:
02/10/2014 (9:26 am)
I have not updated the file actually. Someone else was porting GMK to T3D MIT 3.0 and that was one of the issues they were facing. I looked at this very quickly though, and it appears that you will need to edit:\game\tools\logickingEditor\gui\profiles.cs
Once open find this line:
singleton GuiControlProfile (LogicMechanicsTreeProfile : GuiTreeViewProfile)
And change it to this:
singleton GuiControlProfile (LogicMechanicsTreeProfile : ToolsGuiTreeViewProfile)
#10
02/10/2014 (3:43 pm)
Thanks, will change and add to patch.
#11
02/28/2014 (12:58 pm)
i'm onto fixing it, dragutux on skype.
#12
03/04/2014 (8:01 pm)
Don't worry, I got GMK working fully I just haven't got around to packing it up here. Sorry for the wait. Be up soon!
#13
03/21/2014 (11:24 am)
Alright, changing... updating... compiling... packaging... should be up soon!
#14
03/25/2014 (9:08 pm)
ok so did you only change files in the logicking folder ? or also in engine ? please this is important since i use the physx3.3 alpha and can only use gmk files
#15
03/26/2014 (12:28 pm)
I had to implement old Torque3D files, remove a few dependencies (lockingkingmechanics) required interior which was only part of Torque3D 1.2. As for the engine a few things were changed. It might have some old Torque3D code. Nothing was changes in the Lockingkingmechanics folder but it was in the engine.
#16
04/09/2014 (9:02 pm)
Any updates on this?
#17
I will release it as soon as I am released from hospital.
04/10/2014 (7:36 am)
I have fully working version for 3.5I will release it as soon as I am released from hospital.
#18
Its an easy fix and if you don't like waiting then just do Chuck's fix. It should be fixed soon! Sorry.
04/10/2014 (7:43 am)
I'm sorry I haven't reuploaded the new version. I hope to do it tomorrow because I will have a lot of time.Its an easy fix and if you don't like waiting then just do Chuck's fix. It should be fixed soon! Sorry.
#20
Fully Pc Games
www.fullytoppcgames.net
04/22/2014 (10:53 pm)
I don't know about yours but Bullet and PhysX is working on my build.Fully Pc Games
www.fullytoppcgames.net
raa brubb