Game Development Community

L3dt atlas plugin

by Jeremiah Fulbright · in Torque Game Engine Advanced · 01/24/2007 (5:49 pm) · 8 replies

I am unable to get the l3dt_atlas plugin to compile properly.. Is there something that needs to be done separately from it or such? It has issues due to the redefinition of "new"... a familiar issue with using any third party software with torque

#1
01/24/2007 (5:53 pm)
Did you compile the tse.lib ?
#2
01/24/2007 (6:38 pm)
Well, yes, thats why it won't link due to "new" being already defined in platformMemory and such. :)

Its not compiled off of a 100% clean base, as its from our codebase, but 4.2 was merged in clean and compiles fine on its own and runs great.. minus no shadows for us still
#3
01/30/2007 (2:11 am)
If the l3dt plugin is working (haven't had time to test) then someone should compile it and release it someplace (on the l3dt web site or somewhere in these forums for example). That would make things a lot easier on the pure artists.
#4
02/12/2007 (2:28 am)
Nafxcw.lib is the only problem I have at the minute, its only 64bit, not 32bit

*Well the 32bit is only in VS full, so could someone at GG compile please?
#5
02/12/2007 (2:36 am)
I'm really surprised that neither GG or Bundy has made a compiled version of it available.
#6
02/12/2007 (2:32 pm)
Yeah would be nice if there was pre-compiled versions in the releases.
#7
02/12/2007 (2:51 pm)
Just to clarify James's discovery for the record:

Compiling the l3dt_atlas plugin requires MFC, which is not available for download with VC++ EE.

The 64-bit version of MFC is included in the PSDK.

For anyone not using at least VC++ Standard Edition, this plugin is not compilable and will never be so.

In their forums, Microsoft refers to compiling 32-bit MFC applications with VC++ EE as a "no-go".
#8
02/13/2007 (3:26 am)
I got it to compile, and threw it into l3dt, but it doesn't appear to work. I tried it in both 2.4 and the latest 2.5 beta, but it gives an error when it loads up.

Can anyone confirm that this works?