Game Development Community

Beta 2 Can't see anything in task creation panels

by Madvox · in Torque Game Builder · 04/30/2006 (6:43 pm) · 7 replies

Just purchased TGB beta 2 and opened it up for testing. After fixing a few common problems whose answer I found in this forum, I noticed that nothing shows on the task panel objects, just empty squares. For instance, I can't see tilemaps, sprites, shapes, particles, etc. Those objects are all stored where they are supposed to in the data\ folder under T2D. The interesting thing is there is an empty square for each of the available object and if I drag the empty square to the editor, I see nothing (except the selection square) but under edit properties, the object is indeed there.

It seems rather simple but I can't find a logical answer. Any ideas? I did not see anyone with this problem in this forum.

thanks

#1
05/01/2006 (2:28 am)
You might need to start it with T2D -game t2d

if you start it with an own project / new project, they disappear at the moment. (i've not been able to get them in again so far within a different project. But the plans show that the next beta or real 1.1 will create copies of the raw project so this issue should disappear by then)
#2
05/01/2006 (2:08 pm)
Thanks Marc. I tried your suggestion but it still sees nothing. I will wait for a future release. It seems you can select and add these objects even though the panel does not show them at all so I am not seeing it as a major issue right now. I am however, really curious as to why it does not see them. It seems simple enough but I admit, I only just got TGB so I will need to look into it with more time...
#3
05/01/2006 (4:08 pm)
I have made an interesting discovery.

Putting T2D on any of my other laptops or desktops does not show any problems. The difference?

My usual laptop (the one with the issue) has an intel chipset 915M (1.5 Gb RAM, Centrino 2Ghz and blah blah blah - powerful enough one would think)

The other computers all have actual physical nvidia or ATI cards on them.

One other thing I found... I needed to copy opengl2d3d.dll to my problem laptop to be able to run t2d. On the other computers, nothing extra had to be added. It runs out of the box.

So, I guess t2d may be having an issue with my embedded opengl drivers (even though they are the latest one supported by the 915M chipset) or with the chipset itself...

Interesting.
#4
05/02/2006 (10:04 am)
Not interesting ... general Intel problem I fear.
their OGL driver ***** at best.
Beta 2 has their dx drivers removed generally. Putting the dll back in (or build the project yourself) will reenable DirectX support again and tada: it works
#5
05/02/2006 (11:43 am)
I see. Well, at this point I will compile T2D and see what I see.

thanks again Marc
#6
05/02/2006 (6:51 pm)
Before I reach the conclusion that my usual development laptop simply cannot handle TGB which is hard to believe and, having recompiled everything and still not seeing any images, I've decided to post the following console log that indicates that many datablocks are invalid. The thing is, this is all after a clean install of TGB so, I can't understand why anything would be invalid. As I mentioned above, I suspected the Intel OpenGL drivers but, I am changing my mind about that seeing this console log. There must be something else on this setup that T2D is not liking. I'm going to post this log in case anyone sees anything that can help point me in the right direction. I've got the whole thing working on another laptop so now it's a matter of understanding why it is having an issue on this one laptop.

What is really driving me crazy is the output toward the end that looks like this:

t2dParticleEmitter::setImageMap() - t2dImageMapDatablock Datablock is invalid! (shipImageMap)

thanks.

//-------------------------- 5/2/2006 -- 21:34:15 -----
Processor Init:
Intel (unknown, Pentium Pro/II/III family), ~1.60 Ghz
(timed at roughly 1.58 Ghz)
FPU detected
MMX detected
SSE detected

Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing SSE extensions

Input Init:
keyboard0 input device created.
mouse0 input device created.
DirectInput enabled.

Initializing chunk mappings...
o 'TEXT' maps to TextChunk
o 'SCHK' maps to UnknownChunk
o 'SCHK' maps to SimChunk
Loading compiled script common/main.cs.
Loading compiled script tools/main.cs.
--------- Parsing Arguments ---------

--------- Initializing MOD: Common ---------
Loading compiled script common/preferences/defaultPrefs.cs.
Reading Display Device information...
Primary Display Device Found:
Vendor Id: VEN_8086
Device Id: DEV_2592

Using D3D rendering. Fullscreen: 0

everything good from this point on...
... until here...

Loading compiled script T2D/gameScripts/game.cs.
Cannot find menu FormMainMenu for clearMenuItems.
t2dParticleEmitter::setImageMap() - t2dImageMapDatablock Datablock is invalid! (shipImageMap)
t2dParticleEmitter::setImageMap() - t2dImageMapDatablock Datablock is invalid! (particles4ImageMap)

.. this error carries on for all objects...

Exporting Level Editor preferences.
Exporting Animation Builder preferences.
Exporting Image Editor preferences.
Exporting Gui preferences.
Exporting T2D preferences.
#7
05/04/2006 (5:34 pm)
Problem Solved.

With the help of the TGB technical team, we concluded that the on-board Intel 915x (M, G, etc.) chipsets running the very latest version of Intel's OpenGL graphics (3/26/06, build 1420) produce a rendering error on TGB that causes it to work, but have a lot of trouble with image rendering. Go figure!!

Now, if you downgrade your chipset's on-board graphic drivers to build 1418 - October 2005, then the whole thing just works fine!! Again, go figure. I have not used OpenGL directly before, only DirectX so I don't know what's going on between those two driver builds. However, TGB works with build 1418 and thus, I don't care about the slightly older driver!!

This post is in case it helps others with 915/945 on-board chipsets.