RC2: Some minor dependency tweaks
by David Guy · in Torque Game Builder · 06/16/2006 (11:18 am) · 1 replies
1) In the script file ~\tools\animationEditor\data\content\datablocks.ed.cs, line 69 reads:
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2) In the script file ~\common\gameScripts\projectManagement.cs, line 104 reads:
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3) It seems that new projects all have the 'newEffect.eff' particle effect present by default. This effect, though, refers to asteroidsImageMap, which is NOT present by default, leading to the following warning:
imageName = "T2D/data/images/font1";This should probably be:
imageName = "./../images/font1"; // refers to '~\tools\animationEditor\data\images\font1.png'Because running a project without also keeping the T2D project around leads to the following error:
ImageMap(ABFontImageMap) Error: 'Invalid Bitmap File!' (2) tools/animationEditor/data/content/datablocks.ed.cs (0): Register object failed for object ABFontImageMap of class t2dImageMapDatablock. Set::add: Object "ABFontImageMap" doesn't exist
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2) In the script file ~\common\gameScripts\projectManagement.cs, line 104 reads:
if (isFile("~/preferences/bind.cs"))
exec("~/preferences/bind.cs");The should probably be changed to:if ($runWithEditors)
{
if (isFile("~/preferences/bind.cs"))
exec("~/preferences/bind.cs");
}Because the key binds loaded are only used when running with the editors, and also the first line of bind.cs:levelEditorMap.delete();Causes the following warning, when running with out editors:
common/preferences/bind.cs (0): Unable to find object: 'levelEditorMap' attempting to call function 'delete'
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3) It seems that new projects all have the 'newEffect.eff' particle effect present by default. This effect, though, refers to asteroidsImageMap, which is NOT present by default, leading to the following warning:
t2dParticleEmitter::setImageMap() - t2dImageMapDatablock Datablock is invalid! (asteroidsImageMap)To remove the warning, the file ~\T2D\data\images\asteroids.png must be copied into the new projects images directory and then added to the project via Create a New ImageMap. Would be nice it this where done automatically when creating a new project. :)
Torque Owner Adam Larson
By the way, TorqueScript does not support '../' in filenames. Just './' and '~/'.
As for the binds, the levelEditorMap will not appear in the bind.cs file of packaged games so it need not be worried about. Still, I did add a check to bind.cs to alleviate the console warning.