Not sure if this goes in this catagor.
by David Polensky · in Technical Issues · 02/05/2006 (7:30 am) · 24 replies
Ok I'm new to this <--- you've heard this a million times, sorry.
How do I start a proect other than in the tutorial.base? I tried to follow the tutorial on this but I am missing files that were mentioned and I did exactly what it said to do (excluding the missing files) and when i went to build it, it gave me a few fatal errors. I'm using visual C++ 2005 express edition. and 1.4 TGE. any help?
what si the easiest way to start a new project.
How do I start a proect other than in the tutorial.base? I tried to follow the tutorial on this but I am missing files that were mentioned and I did exactly what it said to do (excluding the missing files) and when i went to build it, it gave me a few fatal errors. I'm using visual C++ 2005 express edition. and 1.4 TGE. any help?
what si the easiest way to start a new project.
About the author
#2
here is what I did:
made sure there wasa root folder in my c:\
copied all contents of SDK folder to the new folder
I then followed every step in the TDN FAQ's for setting up a new folder/game
since I'm using Express I looked at the forum thread for it (thanks for the help Mr. Blake)
and it did not work.
so my question is this.
how do I get an exe. that will open using the new folder I created, I dont want to use the tutorial_base. I want an build that will have only the objects that I put in it. and I want it to utilise the new folder that I created. I am going to try the above steps again, hopefully it will work but I doubt it, since I have already doent hem multiple times.
the end result should be an .exe file in this new folder and all I should have to do is click on it and edit/place items and what not in to the engine. Am I right or wrong? someone please help I'm ata stand still on this.
Dave
02/05/2006 (11:22 pm)
Ok here's the deal, in the TDN it says to post questions here. ok so I'm gonna ask.here is what I did:
made sure there wasa root folder in my c:\
copied all contents of SDK folder to the new folder
I then followed every step in the TDN FAQ's for setting up a new folder/game
since I'm using Express I looked at the forum thread for it (thanks for the help Mr. Blake)
and it did not work.
so my question is this.
how do I get an exe. that will open using the new folder I created, I dont want to use the tutorial_base. I want an build that will have only the objects that I put in it. and I want it to utilise the new folder that I created. I am going to try the above steps again, hopefully it will work but I doubt it, since I have already doent hem multiple times.
the end result should be an .exe file in this new folder and all I should have to do is click on it and edit/place items and what not in to the engine. Am I right or wrong? someone please help I'm ata stand still on this.
Dave
#3
/engine\platformWin32/platformWin32.h(21) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
winCPUInfo.cc
I have not the slightest what this is. What is and how do I fix this?
02/05/2006 (11:47 pm)
I accomplished all of the steps again and here is the error I get/engine\platformWin32/platformWin32.h(21) : fatal error C1083: Cannot open include file: 'windows.h': No such file or directory
winCPUInfo.cc
I have not the slightest what this is. What is and how do I fix this?
#4
What I meant about posting in the private forums (where you found information about Express) is that if there are any source changes or other such licensee-centric information to help you out, it cannot be posted here in the general forum.
The tutorial.base folder is extremely stripped down, giving you pretty much the bare bones of a blank slate (the minApp tutorials do as well). You do not have to use any of it, but rebuilding the core script files from scratch when it is easier to copy and paste them in a stripped, working condition doesn't make sense from a time standpoint. From a learning standpoint, you can get as much from going through the tutorial.base scripts and figuring out what TGE does as it loads in a bare-bones game base. It will make understanding the FPS and racing and demo pieces much, much easier.
02/06/2006 (7:30 am)
I skimmed the search to find this: windows.h stripped from Express edition; get the Platform SDK.What I meant about posting in the private forums (where you found information about Express) is that if there are any source changes or other such licensee-centric information to help you out, it cannot be posted here in the general forum.
The tutorial.base folder is extremely stripped down, giving you pretty much the bare bones of a blank slate (the minApp tutorials do as well). You do not have to use any of it, but rebuilding the core script files from scratch when it is easier to copy and paste them in a stripped, working condition doesn't make sense from a time standpoint. From a learning standpoint, you can get as much from going through the tutorial.base scripts and figuring out what TGE does as it loads in a bare-bones game base. It will make understanding the FPS and racing and demo pieces much, much easier.
#5
How do I put the building combo pack in the engine? I want blank folders that have nothing but the combo packs and the trees that I bought and the castle pack in it. how do I get a program started that has everything in the tutorial.base minus the prefab textures and the simple buildings and the blue guy?
02/07/2006 (12:37 pm)
Ok I guess my next question is:How do I put the building combo pack in the engine? I want blank folders that have nothing but the combo packs and the trees that I bought and the castle pack in it. how do I get a program started that has everything in the tutorial.base minus the prefab textures and the simple buildings and the blue guy?
#6
02/07/2006 (12:42 pm)
Remove the directories for those assets (as well as replacing the blue guy with whatever model you want). Then copy in the new directories from the content packs. You will be able to use the world viewer to add in content as needed.
#7
I just go in to the torque folder and then delete them? sorry I am really really new to this. I got to used to FPSC.
02/07/2006 (12:44 pm)
Ok I tried adding the contents of the packs but it did not work. also "Remove the directories for those assets"I just go in to the torque folder and then delete them? sorry I am really really new to this. I got to used to FPSC.
#8
1. Copy the tutorial.base to something like "mygame".
2. Change the startup folder to "mygame" in main.cs.
3. Copy the assets into the data directory accordingly (interiors in interiors, shapes to shapes, etc).
4. Run TGE.
5. Inside the mission, press F11.
6. Press F4 to see the directory structure.
7. Navigate and find the assets you need.
I took out the step about deleting assets for the time being. Use Kork of Blue Guy for the time being. If you have purchased another pack (say soldier or Jill or Adam packs), then follow their directions on including the models as the player model.
02/07/2006 (12:53 pm)
Where did you copy the new assets?1. Copy the tutorial.base to something like "mygame".
2. Change the startup folder to "mygame" in main.cs.
3. Copy the assets into the data directory accordingly (interiors in interiors, shapes to shapes, etc).
4. Run TGE.
5. Inside the mission, press F11.
6. Press F4 to see the directory structure.
7. Navigate and find the assets you need.
I took out the step about deleting assets for the time being. Use Kork of Blue Guy for the time being. If you have purchased another pack (say soldier or Jill or Adam packs), then follow their directions on including the models as the player model.
#9
i checked the ones in mygame and tutorial.base and did not see where to edit it.
also after i edited the main.cs i started the engine and it still loads the tutorial.base instead of mygame
Am I missing something?
02/07/2006 (1:22 pm)
Which main.cs do I change and where do I change it. I did edit the main one in the Example folder, but mygame has one and so does tutorial.base. i checked the ones in mygame and tutorial.base and did not see where to edit it.
also after i edited the main.cs i started the engine and it still loads the tutorial.base instead of mygame
Am I missing something?
#10
02/07/2006 (5:11 pm)
It should be the one in the base example folder. If you simply copied the folder, then tutorial.base will look exactly the same as mygame (or whatever you wanted to call it).
#11
02/07/2006 (8:39 pm)
Ok I got it going, and I got the ground textures and trees in but can not get anything else in. when I open up the file tree tey are there but when I go to the workd creator file tree they are not there. any suggestions?
#12
BECAUSE I TOTALLY PWN.
Okay, I don't as anyone knows. Which packs did you buy and which version of TGE are you using (I'll assume 1.4)?
02/07/2006 (8:46 pm)
Did you copy them into the new directory? I did that when I first bought the tank pack. Yay me. I had the scripts but not the assets.BECAUSE I TOTALLY PWN.
Okay, I don't as anyone knows. Which packs did you buy and which version of TGE are you using (I'll assume 1.4)?
#13
02/07/2006 (8:48 pm)
1.4 and I did copy them to the respectufll directories but no models
#14
02/07/2006 (8:50 pm)
Combopack2 and castle pack
#15
02/07/2006 (9:25 pm)
Ok once I disengaged my head from my rear I think I figured it out <---I must be retarded :P
#16
02/07/2006 (10:09 pm)
Ok I got most of them in there, I could not get the shapes folders to work (barrels and such) and I have no idea where to put the environment files. you have any ideas?
#17
02/08/2006 (12:59 am)
Now it's tim eto figure out environments
#18
02/08/2006 (7:17 am)
There should be a mission file (.mis) that came with the pack. At least Tim's packs. The urban pack just required you to put it somewhere you could fin it, if I recall correctly (which is suspect).
#19
02/08/2006 (9:13 am)
Yeah i got the .mis file but can not figure out where to stuff it
#20
02/08/2006 (9:24 am)
You should be able to copy the demonstration folder and then change the main.cs to point to it. That way you will be able to run through the content packs and figure out how Tim set them up. From there, you can figure out what to add/subtract from your own missions.
Associate David Montgomery-Blake
David MontgomeryBlake
Also, if you are using Express, then check out the TDN article on compiling under it.
Also, asking on the TGE private forums will garner more help. There are a few topics on express there as well.