Game Development Community

Problem with the tutorial.base example

by Timlon · in Torque Game Engine · 02/20/2005 (3:25 pm) · 15 replies

Hi,

When running the tutorial.base example, if I press "tab" to go to 3rd person view the level flickers with what looks like the uv coords going wild - here is a pic:

www.miltronec.com/oh_dear.jpg
Any ideas why this is happening? Bit concerned as this is the base I am learning from.

My Spec:

AMD64FX, 2gig ram, ati x800
TGE 1.3

Kind regards,
Timlon.

#1
02/20/2005 (3:31 pm)
Hrm... have you put any code modifacations in? like C++ changes? or major script changes?... So, it works fine in first person though? how about if you go from first person to third person then back to first person, does it go back to normal or stay how it was in third person?

Does it do this when the player is not standing on the buildings?...

It might just be a odd light leaking problem too though.

Max
#2
02/20/2005 (3:39 pm)
No changes at all. Once it has gone like the above it stays like it no matter what i do. Even if i exit back to the start of the demo it still keeps the same. If i exit completely and re run it is fine of course (until I press tab again).

Just to be sure I tried the tutorial.base project with the tge demo exe instead of my version and it was the same.
#3
02/20/2005 (10:04 pm)
Does it do this for the starter.fps and starter.racing and the demo too? or just the tutorial.base? I think that it also might just be your grafix card, because the terrain in the backround is quite funky looking, and did you change the textures for those buildings?

Max
#4
02/20/2005 (10:20 pm)
I've had this problem as well, and have only fixed it once by pure fluke (ie, I don't recall how it got fixed). On IRC, some have fixed it by replacing the dlls in trq_tutorial_base with the ones in SDK/examples, though it never did work for me. Stock torque, too.

Oh, and it happens only with tutorial.base, and not with starter. fps nor racing.
#5
02/20/2005 (10:42 pm)
This happens to me too. I think it has something to do with the mission file that it uses, because I seem to recall that i went away when I swapped stronghold (from starte.fps) for the tutorial mission/terrain files.

My best guess is that the mission and terrain files are really old, or there is something wrong with them.
#6
02/20/2005 (10:49 pm)
>My best guess is that the mission and terrain files are really old

Tutorial base has changed sometime in the last couple months. In December 2004 the terrain was made up of hills only. Now it has quite unusual scenery, complex moving water patterns, and some really weird textures. I wouldn't be surprised if there were a mistake somewhere, but I don't think it's old.
#7
02/21/2005 (2:14 am)
Thanks for all the replies and help.

Oddly, I added a tree and the problem dissapeared - this worried me though as I still don't know why.

I was looking to use the tutorial.base as a "clean" project - although if there is problems with it it's obviously not the best candidate, can anyone reccomend or advise how to begin with what could be considered a clean project ( not so clean that is infact an empty folder though! - something similar to the tutorial.base but reliable )?
#8
02/21/2005 (7:29 am)
I still have the old version of tutorial base. Shall I send? It's around 3MB. Probably small enough for your email inbox if you keep it clean :) It is much simpler than the recent tutorial base: no water, no buildings, ordinary textures... The the player looks kinda robotic.
#9
02/21/2005 (7:49 am)
Eric - that would be very kind :) Thank you.

Ahh - my email addy would probably help! dave@miltronec.com
#10
02/21/2005 (8:20 am)
File sent. I downloaded this from codesampler in December 2004.
#11
02/21/2005 (8:34 am)
Got it - thanks Eric :) much appreciated.
#12
02/22/2005 (3:23 am)
I received the book "3D Game Programming All in One" today. Interestingly (actually - dissapointingly) there is an example in chapter 3 of a chap walking around a terrain which suffers the same problem exactly as the tutorial base - not sure if I should use the book or not now as the underlying code seems to be flawed.
#13
02/22/2005 (3:29 am)
I'm only 2 days into torque (and in reality a few hours) so the engine itself is very new to me (been using c++ forever though) so bare with me if my methods are a little primitive at present :)

With both the base tutorial and "the books" chapter 3 example, adding just one static shape into the mission and saving, quitting and re running seems to solve the problem. Maybe the mission format has alterered slightly or a loop somewhere is running despite having nothing to do? any ideas?
#14
02/22/2005 (5:38 am)
My idea is don't worry about it :)

There are lots of things you can learn about Torque without this problem being a real issue. Little stuff like this can come later (or never).

Edit:
The Torque demo that comes with that book is very old. Use it for following the book examples. Use it for learning. Then dump it and get the real thing. Fixing any problems with it is not a big deal because you will not be using it for long anyway.
#15
02/22/2005 (6:01 am)
Eric - good advice and taken on board, thanks :)