Slope platform not visible in advanced level creation tutorial
by Wicked Sunny · in Torque X Platformer Kit · 06/22/2007 (7:29 pm) · 21 replies
Hi Thomas
Well I did put my brain in TGB before I started learning TXB but I find TXB much faster then TGB by any output standard, thanks to this starter kit. (keeping in mind I have attended just seven c++ programming classes in my life) :D
I was trying the advanced level creation tutorial.
everything goes well in TXB but when I build the project in XNA( visual c#) the whole slope tile platform I created is not visible, though the invisible scene object is there and my character walks in thin air. the platforms made in basic level creation tutorial are still there and visible.
I tried shifting the layers without any results.
What should I do ?
Just noticed another problem -
When I am standing on the slope( even though I cannot see the platform) the screen starts shaking a bit, but the moment I am back on flat platform shaking stops.
Now either this is because of the collision polygon box with which I made the slope or because of scripting.
I was having similar shaking feel in the mini platform tutorial with TGB few hrs back, Solved it by repainting the tile, but here I cannot do so as the collision is occurring with the invisible scene object and not tile.
The shaking is less prominent then TGB collision atleast.
Though I will try editing the polygon.
Well I did put my brain in TGB before I started learning TXB but I find TXB much faster then TGB by any output standard, thanks to this starter kit. (keeping in mind I have attended just seven c++ programming classes in my life) :D
I was trying the advanced level creation tutorial.
everything goes well in TXB but when I build the project in XNA( visual c#) the whole slope tile platform I created is not visible, though the invisible scene object is there and my character walks in thin air. the platforms made in basic level creation tutorial are still there and visible.
I tried shifting the layers without any results.
What should I do ?
Just noticed another problem -
When I am standing on the slope( even though I cannot see the platform) the screen starts shaking a bit, but the moment I am back on flat platform shaking stops.
Now either this is because of the collision polygon box with which I made the slope or because of scripting.
I was having similar shaking feel in the mini platform tutorial with TGB few hrs back, Solved it by repainting the tile, but here I cannot do so as the collision is occurring with the invisible scene object and not tile.
The shaking is less prominent then TGB collision atleast.
Though I will try editing the polygon.
About the author
Sunny is Multi Award Winning Poet, Writer, Designer and Chef. He is the Director of PublishingGurus.com, a book publishing company.
#2
Is anyone else having this problem? Could you post a screenshot? Any other details?
This is definitely not intended behavior.
06/24/2007 (5:46 pm)
?!Is anyone else having this problem? Could you post a screenshot? Any other details?
This is definitely not intended behavior.
#3
This is what is happening.
I think the tile map layer is not being visible.
Normal image map is visible.
This one is the original platformer demo -

This one is what I created reading the advanced tutorial. The platform from basic tutorial is still visible.
06/24/2007 (8:07 pm)
Here ThomasThis is what is happening.
I think the tile map layer is not being visible.
Normal image map is visible.
This one is the original platformer demo -

This one is what I created reading the advanced tutorial. The platform from basic tutorial is still visible.
#4
I was working on the collision problems I was having with the ninja platformer for TGB. I have found few solutions and posted an update in the miniplatformer(TGB) thread in TDN wiki . Please have a look at it. :)
What should I do with the above problem, should I re install?
06/25/2007 (3:38 am)
BTW ThomasI was working on the collision problems I was having with the ninja platformer for TGB. I have found few solutions and posted an update in the miniplatformer(TGB) thread in TDN wiki . Please have a look at it. :)
What should I do with the above problem, should I re install?
#5
This is the Collision poly for the platform

This is the collision poly for the dragon player

This is the dragon making the screen jerk.

Obviously this is a still so you cant see the jerking but I included it because it shows something else that is interesting: the dragon player is WAY above where he should be based on the given collision polys.
I've also experienced the falling through slopes bug mentioned in one of the other posts but I can't get the bug to reproduce reliably.
06/25/2007 (1:50 pm)
I can duplicate the jerking slopes easily. Matter of fact it's really hard NOT to get the Player to cause the screen to jerk on slopes.This is the Collision poly for the platform

This is the collision poly for the dragon player

This is the dragon making the screen jerk.

Obviously this is a still so you cant see the jerking but I included it because it shows something else that is interesting: the dragon player is WAY above where he should be based on the given collision polys.
I've also experienced the falling through slopes bug mentioned in one of the other posts but I can't get the bug to reproduce reliably.
#6
06/25/2007 (2:36 pm)
Could you email me your project? I'd like to take a look at this and try to figure out what the heck is going on.
#7
Jerking is ok, but very less then what I am used to with TGB.
The way your character is stuck in mid air, I think there is some other problem for that.
Please check collision bounds in debug rendering and then recheck the same slope, there is no way the player will be in mid air until and unless its collision points are sticking with something else. Maybe an invisible
scene object covering the slope has been displaced.
Post a screenshot here.
@Thomas
I will email the project as soon as possible..
06/25/2007 (11:31 pm)
@phil Jerking is ok, but very less then what I am used to with TGB.
The way your character is stuck in mid air, I think there is some other problem for that.
Please check collision bounds in debug rendering and then recheck the same slope, there is no way the player will be in mid air until and unless its collision points are sticking with something else. Maybe an invisible
scene object covering the slope has been displaced.
Post a screenshot here.
@Thomas
I will email the project as soon as possible..
#8
probably it is happening because I am using TXB on a laptop.
here Matias faced a similar problem on his laptop - invisible tile maps
http://www.garagegames.com/mg/forums/result.thread.php?qt=63821
I will try installing on my brothers pc, if it works, I believe you might want to mention this problem in the kits System requirements.
will let you know soon.
06/26/2007 (6:24 am)
Thomasprobably it is happening because I am using TXB on a laptop.
here Matias faced a similar problem on his laptop - invisible tile maps
http://www.garagegames.com/mg/forums/result.thread.php?qt=63821
I will try installing on my brothers pc, if it works, I believe you might want to mention this problem in the kits System requirements.
will let you know soon.
#9
I cannot test because my brother's computer does not have service pack 2, visual c# 2005 just won't install.
is there a way so that I reduce the memory consumption ?
Platform is not visible even when TXB is closed and I build the project in XNA.
My laptop has only 512 mb ram
any solution to this ?
06/26/2007 (9:39 am)
Ok ThomasI cannot test because my brother's computer does not have service pack 2, visual c# 2005 just won't install.
is there a way so that I reduce the memory consumption ?
Platform is not visible even when TXB is closed and I build the project in XNA.
My laptop has only 512 mb ram
any solution to this ?
#10
Also.. a thought occurs: are you guys using rotated actors, or just vanilla actor components w/o rotation? If you're using the non-rotated actors I might know what the jittering is, and if that's the case there are properties right on the actor component you could tweak to fix it.
EDIT: spelling =\
06/26/2007 (12:50 pm)
What are the specs on your video card? It might not even be supported by XNA. :(Also.. a thought occurs: are you guys using rotated actors, or just vanilla actor components w/o rotation? If you're using the non-rotated actors I might know what the jittering is, and if that's the case there are properties right on the actor component you could tweak to fix it.
EDIT: spelling =\
#11
06/26/2007 (12:52 pm)
Also, if you haven't made any heavy modifications to the source you could just send me the txscene file.
#12
This is my specs, as described in the control panel
Intel(R) Graphics Media Accelerator Driver for Mobile Report
Minimum Graphics Memory: 8 MB
Maximum Graphics Memory: 128 MB
I believe I will not be able to work on this laptop. :(
No use even if I sort out the jittering, when I am not able to work at all.
Back to TGB then. I might use some of the logic in TGB from this kit.
06/28/2007 (2:35 am)
ThomasThis is my specs, as described in the control panel
Intel(R) Graphics Media Accelerator Driver for Mobile Report
Minimum Graphics Memory: 8 MB
Maximum Graphics Memory: 128 MB
I believe I will not be able to work on this laptop. :(
No use even if I sort out the jittering, when I am not able to work at all.
Back to TGB then. I might use some of the logic in TGB from this kit.
#13
06/28/2007 (5:41 pm)
You need a video card which supports DX9.0c I believe. Sorry to tell you, but your video card is a piece of crap =(.
#14
I understand that
but I cannot upgrade it at this point of time.
Due to my accident I am living at my bro's place for last 5 months. Even this laptop belongs to him. I just cannot pressurize my family for another expenditure at this time.
By another month I will be able to move back to my house, and I have a good pc with 2gb ram and 256 mb video card.
Till then I will work around with TGB..
06/28/2007 (11:03 pm)
Yes ThomasI understand that
but I cannot upgrade it at this point of time.
Due to my accident I am living at my bro's place for last 5 months. Even this laptop belongs to him. I just cannot pressurize my family for another expenditure at this time.
By another month I will be able to move back to my house, and I have a good pc with 2gb ram and 256 mb video card.
Till then I will work around with TGB..
#15
I understand that the internal intel cards are not very good. However the rest of this machine is a pretty reasonable spec. Additionally all the tests in DXDIAG run with no problems. And everything else in the platformer works perfectly - very smoothly with all the animations working fine. I even tried reducing the size of the tilemap to 1*1 - but it was still invisible.
Just seems odd that everything works with no problems except this?
06/29/2007 (8:38 am)
I have the same issue Sunny. Just the tilemaps are invisible. This is again on a laptop with the 945 intel epxress chip. Mine has more graphics memory though (224MB) and the machine a 2gz machine with 2GB of Ram.I understand that the internal intel cards are not very good. However the rest of this machine is a pretty reasonable spec. Additionally all the tests in DXDIAG run with no problems. And everything else in the platformer works perfectly - very smoothly with all the animations working fine. I even tried reducing the size of the tilemap to 1*1 - but it was still invisible.
Just seems odd that everything works with no problems except this?
#16
06/29/2007 (3:18 pm)
I wish we had a repro in-house so we could pin down the problem. I don't know what could be causing this. :(
#17
06/29/2007 (3:38 pm)
Hey guys. I have a desktop with either a 945 or 965 Intel chipset and I will see if I can figure out a relation to that chip/drivers and the problem appearing. I'll post back here with results when I get a chance.
#18
A laptop with an Nvidia 5200 (only 64MB ram) was fine - albeit a little sluggish, which is kinda to be expected.
A desktop with the 82945G Express chipset (which I presume is the desktop equivalent of the laptop 945M) - this had the same problem, all tilemaps are invisible.
So if nothing else this does pretty much tie down this issue to the intel 945s.
Does make for a more challenging game though - when you can't see the tilemaps ;)
On the plus side - other than this issue I have to say I absolutely love the platform starter kit!
07/02/2007 (2:22 am)
Just to add a little more info. I tested this on a couple of other machines over the weekend. A laptop with an Nvidia 5200 (only 64MB ram) was fine - albeit a little sluggish, which is kinda to be expected.
A desktop with the 82945G Express chipset (which I presume is the desktop equivalent of the laptop 945M) - this had the same problem, all tilemaps are invisible.
So if nothing else this does pretty much tie down this issue to the intel 945s.
Does make for a more challenging game though - when you can't see the tilemaps ;)
On the plus side - other than this issue I have to say I absolutely love the platform starter kit!
#19
Maybe I can make a game using sprites only rather then tile maps.
Anyhow we are using scene objects for collision. Maybe I can repeat pattern designs on platforms and clone them, instead of adding new material every time.
I have no idea how much performance issue I will have to face in this manner.
Can anyone shed light on the performance issue if I use only material sprites and not tilemaps?
07/02/2007 (5:28 am)
I updated my intel driver, no effect at all.Maybe I can make a game using sprites only rather then tile maps.
Anyhow we are using scene objects for collision. Maybe I can repeat pattern designs on platforms and clone them, instead of adding new material every time.
I have no idea how much performance issue I will have to face in this manner.
Can anyone shed light on the performance issue if I use only material sprites and not tilemaps?
#20
Has this problem been resolved or even new TXB version will create the same problem on my laptop ?
04/07/2008 (8:52 pm)
ThomasHas this problem been resolved or even new TXB version will create the same problem on my laptop ?
Torque Owner Wicked Sunny
I just build and run the original platformer demo in XNA, even here the same problem, total platforms are invisible ?