Game Development Community

Compiling with TBE

by starwize · in Torque Game Engine · 03/21/2005 (9:10 pm) · 16 replies

I'm new to Torque and am using the TBE to compile. Here's the problem: I've set up the Torque SDK and installed TBE as per instructions. I've chose 'rebuild project' (in eclipse) and it proceeded to rebuild but it did not make the TorqueDemo.exe file in the ./example dir. Any suggestions as to why eclipse doesn't make the exe file when 'rebuild project' is chosen?

#1
03/21/2005 (9:17 pm)
Compile errors, were there any?
#2
03/21/2005 (10:55 pm)
63 errors, 37 warnings during compilation. There are alot of warnings on the console (especially with the lighting pack):

--> Compiling platformWin32/winWindow.cc
make[1]: Target 'synapseGaming' not remade because of errors.
make: *** [default] Error 2

At the end of the compilation I get this:

--> Linking buildWad.exe
--> Compiling texture2bm8/main.cc
--> Compiling texture2bm8/svector.cc
--> Assembling texture2bm8/vector.asm
--> Linking texture2bm8.exe
make[1]: Target 'all' not remade because of errors.
make: *** [tools] Error 2
make: Target 'all' not remade because of errors.

I can't find anything in the console that shows anything regarding the TorqueDemo.exe file.
#3
03/22/2005 (1:40 pm)
Well, I reinstalled Torque SDK, reinstalled TBE, built and it worked. Previously, I had followed the instruction in the Synapse Lighting pack and set TBE up with the pack installed. This time I didn't install the pack (just the Torque SDK) so the lighting pack must have been causing the problems (when compiling it in eclipse).
#4
03/23/2005 (5:36 pm)
Yes , I also had this same (errors) problem. The instructions for the lighting pack are poor and should come with a setup.exe! Its like they expect you to know what to do. ( or guess LOL)

Thank god for the forums :)
#5
03/28/2005 (11:10 am)
I also had erros, but I didn't install any packs besides SDK.

The last lines of errors I got.

make[1]: *** [out.GCC3.RELEASE/texture2bm8/svector.obj] Error 2
"--> Assembling texture2bm8/vector.asm"
nasm: unable to open output file 'out.GCC3.RELEASE/texture2bm8/vector.obj'
make[1]: *** [out.GCC3.RELEASE/texture2bm8/vector.obj] Error 1
make[1]: Target 'all' not remade because of errors.
make: *** [tools] Error 2
make: Target 'all' not remade because of errors.

I just installed the SDK and TBE after. I don't know what I'm doing wrong :(
#6
03/28/2005 (1:00 pm)
Dreamstorm: Please don't post the same info in two threads.

If you're just starting with TGE and have not made any modifications to the source, you have no need to compile it before use as a precompiled version is included in the SDK download.
#7
03/29/2005 (1:05 am)
Wysardry,

there may be no need but i for one, certianly would like to be sure the base code compiles before i start messing around with it. If it won't compile before you add your own code, it wont compile after either.
#8
03/29/2005 (6:00 am)
The base code compiles fine if you follow the directions to the letter. His issue is most probably not following the TBE instructions completely.

Please note that the original poster is not following the directions to the letter, since TBE is only currently set up to compile the stock TGE 1.3 installation, not the lighting pack installation.

Dreamstorm's error sounds related to disk space, or permissions. Note that nasm (the assembly language compiler) is unable to open a file.
#9
03/29/2005 (6:37 am)
Jonathan: Testing whether the source compiles using an environment which is still at the alpha stage of development is unlikely to be very helpful. TBE has been made available before it is completely finished so that experienced users who have successfully compiled TGE in the past can help test it.

New versions of both the TGE source and/or TBE are likely to be available by the time you are ready to make changes in any case.
#10
03/29/2005 (6:55 am)
If I am not mistaken the only thing that one would need to-do is add the entires for the lighting pack into the targets.torque.mk file similar to

SOURCE.SYNAPSEGAMING=\
	synapseGaming/sgLightMap.cc \
	synapseGaming/sgNewMethods.cc \
	synapseGaming/sgUniversalStaticLight.cc

and then

SOURCE.ENGINE =\
	$(SOURCE.COLLISION) \
	$(SOURCE.CONSOLE) \
	$(SOURCE.CORE) \
	$(SOURCE.DGL) \
	$(SOURCE.INTERIOR) \
	$(SOURCE.MATH) \
	$(SOURCE.PLATFORM) \
	$(SOURCE.SCENEGRAPH) \
	$(SOURCE.SIM) \
	$(SOURCE.TERRAIN) \
	$(SOURCE.TS) \
	$(SOURCE.AI) \
[b]	$(SOURCE.SYNAPSEGAMING) \[/b]
	$(SOURCE.AUDIO) \
	$(SOURCE.GUI) \
	$(SOURCE.GAME) \
	$(SOURCE.GAME.FPS) \
	$(SOURCE.GAME.NET) \
	$(SOURCE.GAME.FX) \
	$(SOURCE.GAME.VEHICLES)
and
SOURCE.TESTAPP =\
	$(SOURCE.AI) \
[b]	$(SOURCE.SYNAPSEGAMING) \[/b]
	$(SOURCE.AUDIO) \
	$(SOURCE.COLLISION) \
	$(SOURCE.CONSOLE) \
	$(SOURCE.CORE) \
	$(SOURCE.DGL) \
	$(SOURCE.EDITOR) \
	$(SOURCE.GUI) \
	$(SOURCE.GAME) \
	$(SOURCE.GAME.FPS) \
	$(SOURCE.GAME.NET) \
	$(SOURCE.GAME.FX) \
	$(SOURCE.GAME.VEHICLES) \
	$(SOURCE.INTERIOR) \
	$(SOURCE.MATH) \
	$(SOURCE.PLATFORM) \
	$(SOURCE.SCENEGRAPH) \
	$(SOURCE.SIM) \
	$(SOURCE.TERRAIN) \
	$(SOURCE.TS)

-Ron
#11
03/29/2005 (6:08 pm)
Hey everybody,

Jeff asked me to look at the lighting pack because people were having trouble compiling it with TBE. I got a few weird results along the way, but I think those were because I forgot to update my conf.GCC3.WIN32.mk with Ron's version for mingw.

With that done, the only problem I had compiling the synapseGaming engine right out of the box was the fact that I needed to make a synapseGaming/contentPacks/lightingPack directory by hand in my out.GCC3.RELEASE directory, as that was not created by the makefile.

Ron or someone can probably tell you how to get it to do that automatically, it might be connected to the following line in conf.GCC3.WIN32.mk:

MKDIR=mkdir $(@:/=)

But I haven't the faintest idea what "@:/=" means in this context, sorry. :-P
#12
03/29/2005 (6:53 pm)
Chris,

looks like make has issues creating a multi dir tree, what we did in lore was to copy the .cc/.h files from engibne/synapseGaming/contentPacks/lightingPack into engine/synapseGaming this way make will create a single dir under the out.blah dir
to dump its obj etc.. files

I'll look into make and see if I can get it to gen a multi dir tree...

-Ron

PS.. yah dbl posted ;)
#13
03/29/2005 (7:01 pm)
This
MKDIR=mkdir $(@:/=)
could be replaced with
MKDIR=mkdir -p $(@:/=)

BUT I am not sure how portable -p is.. do all linux varients that TGE could be installed on support it? would be abummer to add it just to find out that some varient of make does not support the -p option

-Ron
#14
03/30/2005 (3:37 pm)
Aha, thanks Ron!
#15
09/03/2005 (7:48 am)
If you're using the Torque Lighting Kit then check out the TLK private forums for TBE support.

Thread: Lighting Pack Updates (script library and TBE support)


TBE is 100% supported. The Torque Lighting Kit is heavily documented, but TBE was not included in the Migration Guide, because support for TBE was added after the 1.3.5 release.

-John
#16
09/03/2005 (8:59 am)
Thank you!