T2D in TGE; works for me
by Gary "ChunkyKs" Briggs · in Torque Game Builder · 09/08/2006 (11:43 am) · 59 replies
I read in a changelog somewhere that T2D gui and core changes had been merged back into TGE 1.4.2. Additionally, the mac 1.4.2 is now effectively release candidate in CVS, so I downloaded and tried to get T2D into TGE again. It works fine. Here's what I did:
Copy the whole engine/T2D dir into TGE
Copy util/undo.{cc,h} into TGE
The following files in gui/controls include "gui/buttons/guiButtonCtrl.h". This needs to be changed to "gui/controls/guiButtonCtrl.h":
guiBitmapButtonCtrl.h
guiButtonCtrl.cc
guiColorPicker.cc
guiIconButtonCtrl.h
guiPopUpCtrl.h
guiPopUpCtrlEx.h
The following files in gui/variousplaces need to be copied into your tge/engine/gui dirs:
guiPopUpCtrlEx.{cc,h}
guiIconButtonCtrl.{cc,h}
guiIconButtonCtrl.{cc,h}
guiScriptNotifyCtrl.{cc,h}
guiSeparatorCtrl.{cc,h}
guiRolloutCtrl.{cc,h}
guiDynamicCtrlArrayControl.{cc,h}
guiAutosSrollCtrl.{cc,h}
guiDragAndDropCtrl.{cc,h}
guiFormCtrl.{cc,h}
guiImageList.{cc,h}
Several of them are in a dir called "gui/buttons" in T2D; when you copy them into TGE, put them in "gui/controls". Other than that, keep the directory structure intact.
Add all the cc files you newly copied into your build, EXCEPT FOR T2D/levelBuilder/levelBuilderPrimitiveTool.{cc,h} - Just skip this file.
Anyways. clicky the build button, go afksandwich while XCode spends an hour working out dependencies. When you come back, copy your new TGE binary/app into your TorqueGameBuilder/games/ dir [where the other T2D binaries are now], and run it.
Works fine for me. I'm using the current 1.4.2 TGE CVS, the last release 1.1.1 T2D, and the latest XCode on my powerbook.
Gary (-;
Copy the whole engine/T2D dir into TGE
Copy util/undo.{cc,h} into TGE
The following files in gui/controls include "gui/buttons/guiButtonCtrl.h". This needs to be changed to "gui/controls/guiButtonCtrl.h":
guiBitmapButtonCtrl.h
guiButtonCtrl.cc
guiColorPicker.cc
guiIconButtonCtrl.h
guiPopUpCtrl.h
guiPopUpCtrlEx.h
The following files in gui/variousplaces need to be copied into your tge/engine/gui dirs:
guiPopUpCtrlEx.{cc,h}
guiIconButtonCtrl.{cc,h}
guiIconButtonCtrl.{cc,h}
guiScriptNotifyCtrl.{cc,h}
guiSeparatorCtrl.{cc,h}
guiRolloutCtrl.{cc,h}
guiDynamicCtrlArrayControl.{cc,h}
guiAutosSrollCtrl.{cc,h}
guiDragAndDropCtrl.{cc,h}
guiFormCtrl.{cc,h}
guiImageList.{cc,h}
Several of them are in a dir called "gui/buttons" in T2D; when you copy them into TGE, put them in "gui/controls". Other than that, keep the directory structure intact.
Add all the cc files you newly copied into your build, EXCEPT FOR T2D/levelBuilder/levelBuilderPrimitiveTool.{cc,h} - Just skip this file.
Anyways. clicky the build button, go afksandwich while XCode spends an hour working out dependencies. When you come back, copy your new TGE binary/app into your TorqueGameBuilder/games/ dir [where the other T2D binaries are now], and run it.
Works fine for me. I'm using the current 1.4.2 TGE CVS, the last release 1.1.1 T2D, and the latest XCode on my powerbook.
Gary (-;
#23
If I build the DEBUG one - all seems to be perfect. Same functionality as original. I can run perfectly both - TGE and TGB with no problem.
But the RELEASE is a problem. If I open TGB everything on screen is square-size, and if I try to right click (to move) I only can move left-top and right-down. Two ways only...
grrrr.... anyone seen this behaviour?
11/16/2006 (4:59 am)
Hm. tge 1.5 + tgb 1.1.2 desn't work as it should for me.If I build the DEBUG one - all seems to be perfect. Same functionality as original. I can run perfectly both - TGE and TGB with no problem.
But the RELEASE is a problem. If I open TGB everything on screen is square-size, and if I try to right click (to move) I only can move left-top and right-down. Two ways only...
grrrr.... anyone seen this behaviour?
#24
error C2668:'mIsZero': ambiguous call to overloaded function. I get about 132 instances of this error most originating from engine\T2D\t2dUtility.h or levelBuilderMountTool.cc
Did anyone else run into this problem? I downloaded the most recent tge & tgb from the accounts page and think I did everything listed.
Any thoughts?
11/20/2006 (3:37 pm)
I'm using tge 1.5 and tgb 1.1.2 and compiling with Visual Studio 2003. I get the following error when trying to compile:error C2668:'mIsZero': ambiguous call to overloaded function. I get about 132 instances of this error most originating from engine\T2D\t2dUtility.h or levelBuilderMountTool.cc
Did anyone else run into this problem? I downloaded the most recent tge & tgb from the accounts page and think I did everything listed.
Any thoughts?
#25
Gary (-;
11/20/2006 (4:08 pm)
There are two instances of mIsZero when you try to combine T2D and TGE. Search your source for the two definitions, and comment out the one that takes only one parameter [the other has a default parameter, thereby conserving compatability].Gary (-;
#26
I renamed the function and did a find an replace for all open documents (after I opened everything in the T2D folder).
11/20/2006 (4:20 pm)
Ooooo... that sounds much smarter than what I did;I renamed the function and did a find an replace for all open documents (after I opened everything in the T2D folder).
#27
11/21/2006 (6:03 am)
Thanks Gary. I saw the post above from bank who mentioned "the mIsZero function [is] declared in /engine/math/mMathFn.h." I found the function in mMathFn.h and in a t2d utility file. I didn't know which was better but decided to keep t2dUtility.h and comment out the mIsZero function in mMathFn.h. Everything compiled ok. TGE ran & I had T2D in the gui selection box. As I look at your comments, it seems that I should have done the opposite. That might give me problems down the road so I'll switch things around and see if that works too. Thanks for bringing this resource back. I've been periodically trying to get this to work with no success.
#28
Bwaha... I just was bored and documented what I did as I went. You're very welcome :-)
Gary (-;
11/21/2006 (11:11 am)
Quote:Thanks for bringing this resource back.
Bwaha... I just was bored and documented what I did as I went. You're very welcome :-)
Gary (-;
#29
?
I mean, should I copy the TGB engine/source/gui folder over to TGE 1.5 engine/gui (as the original TGE 1.5 gui/ naturally already have the right references in place)?
11/26/2006 (11:10 am)
Pardon my ignorance, but could someone give me the "fool proof" steps for merging TGB 1.1.2 into TGE 1.5? I copied the TGB's "engine/T2D"-folder (actually it's more like engine/source/T2D) into the TGE 1.5 engine/ as instructed, but what's up with the next step of replacing the "gui/buttons/guiButtonCtrl.h" references with "gui/controls/guiButtonCtrl.h" on the gui/controls/I mean, should I copy the TGB engine/source/gui folder over to TGE 1.5 engine/gui (as the original TGE 1.5 gui/
#30
After you put T2D in the engine folder (which you've done), you need to change the #include statements in the listed files to refer to /controls/guiButtonCtrl.h instead of /buttons/guiButtonCtrl.h.
The affected files are listed by Gary Briggs and Jay Barnson (see above). Just open the files (note that some need both .cc & .h files changed) and look for the #include statement that mentions /buttons/guiButtonCtrl.h. Change "buttons" to "controls". You don't need to copy the buttons directory from T2D; the files will reference the TGE directory instead.
You also need to copy util/undo.{cc,h} into TGE (see Gary's first post).
One last problem arises because the mIsZero function is found in both t2dUtility.h and mMathFn.h. Comment out the function in t2dUtility.h. You'll see notes on this from Gary and bank above.
Make sure you add all of the t2d files to your project except for T2D/levelBuilder/levelBuilderPrimitiveTool.{cc,h} which Gary says to skip.
Recompile. After that, when you open the gui editor in TGE, you'll see selections for 2Td (hopefully!).
11/26/2006 (12:58 pm)
@Henri.After you put T2D in the engine folder (which you've done), you need to change the #include statements in the listed files to refer to /controls/guiButtonCtrl.h instead of /buttons/guiButtonCtrl.h.
The affected files are listed by Gary Briggs and Jay Barnson (see above). Just open the files (note that some need both .cc & .h files changed) and look for the #include statement that mentions /buttons/guiButtonCtrl.h. Change "buttons" to "controls". You don't need to copy the buttons directory from T2D; the files will reference the TGE directory instead.
You also need to copy util/undo.{cc,h} into TGE (see Gary's first post).
One last problem arises because the mIsZero function is found in both t2dUtility.h and mMathFn.h. Comment out the function in t2dUtility.h. You'll see notes on this from Gary and bank above.
Make sure you add all of the t2d files to your project except for T2D/levelBuilder/levelBuilderPrimitiveTool.{cc,h} which Gary says to skip.
Recompile. After that, when you open the gui editor in TGE, you'll see selections for 2Td (hopefully!).
#31
The problem is that on a fresh installation of TGE 1.5 the listed files under the engine\gui\controls already have the right #include gui/controls/guiButtonCtrl.h -- none of the engine/gui/controls/ refer to the "gui/buttons/guiButtonCtrl.h" (which I understand is a TGB version of the guiButtonControl) -- as they are the original TGE 1.5 files!
These "wrong" (TGB) reference can be found only from the TGB engine/source/gui/controls/ -- which I have NOT copied over to the TGE 1.5 directories as they are not included under the engine\source\T2D\ which was the only directory instructed to be copied. My directory structures (just out of fresh TGE 1.5 and TGB 1.1.2 installations) are:
FILES from TGE 1.5:
------------------------
C:\Torque\SDK15\engine\T2D <-- this I copied from TGB
C:\Torque\SDK15\engine\sim
C:\Torque\SDK15\engine\terrain
C:\Torque\SDK15\engine\ts
C:\Torque\SDK15\engine\util
C:\Torque\SDK15\engine\game\fps
C:\Torque\SDK15\engine\game\fx
C:\Torque\SDK15\engine\game\net
C:\Torque\SDK15\engine\game\vehicles
C:\Torque\SDK15\engine\gui\containers
C:\Torque\SDK15\engine\gui\controls <-- this contains only original TGE 1.5 files with correct #includes
C:\Torque\SDK15\engine\gui\core
C:\Torque\SDK15\engine\gui\editor
C:\Torque\SDK15\engine\gui\game
C:\Torque\SDK15\engine\gui\shiny
C:\Torque\SDK15\engine\gui\utility
FILES from TGB:
-------------------
C:\...\TorqueGameBuilderPro\engine\source\audio
C:\...\TorqueGameBuilderPro\engine\source\console
C:\...\TorqueGameBuilderPro\engine\source\core
C:\...\TorqueGameBuilderPro\engine\source\dgl
C:\...\TorqueGameBuilderPro\engine\source\game
C:\...\TorqueGameBuilderPro\engine\source\gui
C:\...\TorqueGameBuilderPro\engine\source\i18n
C:\...\TorqueGameBuilderPro\engine\source\math
C:\...\TorqueGameBuilderPro\engine\source\platform
C:\...\TorqueGameBuilderPro\engine\source\platformMacCarb
C:\...\TorqueGameBuilderPro\engine\source\platformWin32
C:\...\TorqueGameBuilderPro\engine\source\platformX86UNIX
C:\...\TorqueGameBuilderPro\engine\source\sim
C:\...\TorqueGameBuilderPro\engine\source\T2D <-- this is THE folder I copied to TGE 1.5
C:\...\TorqueGameBuilderPro\engine\source\ts
C:\...\TorqueGameBuilderPro\engine\source\util
C:\...\TorqueGameBuilderPro\engine\source\game\net
C:\...\TorqueGameBuilderPro\engine\source\gui\buttons
C:\...\TorqueGameBuilderPro\engine\source\gui\containers
C:\...\TorqueGameBuilderPro\engine\source\gui\controls <-- the files here have "wrong" #includes
C:\...\TorqueGameBuilderPro\engine\source\gui\core
C:\...\TorqueGameBuilderPro\engine\source\gui\editor
C:\...\TorqueGameBuilderPro\engine\source\gui\game
C:\...\TorqueGameBuilderPro\engine\source\gui\shiny
C:\...\TorqueGameBuilderPro\engine\source\gui\utility
C:\...\TorqueGameBuilderPro\engine\source\T2D\activeTiles
C:\...\TorqueGameBuilderPro\engine\source\T2D\levelBuilder
I don't know whether the latest installation of TGB differs from the ones you've tried this with (I downloaded TGB yesterday). Maybe the location of the files in the TGB-directories has changed? I mean if I copy ONLY the \T2D\ -directory over to my C:\Torque\SDK15\engine\ no new versions of the files Gary listed (e.g. "guiBitmapButtonCtrl.h" etc.) will be copied from TGB to TGE1.5 (as they don't exists anywhere under the \T2D\) and there is no need to change the #includes.
11/27/2006 (3:56 am)
@JudithThe problem is that on a fresh installation of TGE 1.5 the listed files under the engine\gui\controls already have the right #include gui/controls/guiButtonCtrl.h -- none of the engine/gui/controls/
These "wrong" (TGB) reference can be found only from the TGB engine/source/gui/controls/
FILES from TGE 1.5:
------------------------
C:\Torque\SDK15\engine\T2D <-- this I copied from TGB
C:\Torque\SDK15\engine\sim
C:\Torque\SDK15\engine\terrain
C:\Torque\SDK15\engine\ts
C:\Torque\SDK15\engine\util
C:\Torque\SDK15\engine\game\fps
C:\Torque\SDK15\engine\game\fx
C:\Torque\SDK15\engine\game\net
C:\Torque\SDK15\engine\game\vehicles
C:\Torque\SDK15\engine\gui\containers
C:\Torque\SDK15\engine\gui\controls <-- this contains only original TGE 1.5 files with correct #includes
C:\Torque\SDK15\engine\gui\core
C:\Torque\SDK15\engine\gui\editor
C:\Torque\SDK15\engine\gui\game
C:\Torque\SDK15\engine\gui\shiny
C:\Torque\SDK15\engine\gui\utility
FILES from TGB:
-------------------
C:\...\TorqueGameBuilderPro\engine\source\audio
C:\...\TorqueGameBuilderPro\engine\source\console
C:\...\TorqueGameBuilderPro\engine\source\core
C:\...\TorqueGameBuilderPro\engine\source\dgl
C:\...\TorqueGameBuilderPro\engine\source\game
C:\...\TorqueGameBuilderPro\engine\source\gui
C:\...\TorqueGameBuilderPro\engine\source\i18n
C:\...\TorqueGameBuilderPro\engine\source\math
C:\...\TorqueGameBuilderPro\engine\source\platform
C:\...\TorqueGameBuilderPro\engine\source\platformMacCarb
C:\...\TorqueGameBuilderPro\engine\source\platformWin32
C:\...\TorqueGameBuilderPro\engine\source\platformX86UNIX
C:\...\TorqueGameBuilderPro\engine\source\sim
C:\...\TorqueGameBuilderPro\engine\source\T2D <-- this is THE folder I copied to TGE 1.5
C:\...\TorqueGameBuilderPro\engine\source\ts
C:\...\TorqueGameBuilderPro\engine\source\util
C:\...\TorqueGameBuilderPro\engine\source\game\net
C:\...\TorqueGameBuilderPro\engine\source\gui\buttons
C:\...\TorqueGameBuilderPro\engine\source\gui\containers
C:\...\TorqueGameBuilderPro\engine\source\gui\controls <-- the files here have "wrong" #includes
C:\...\TorqueGameBuilderPro\engine\source\gui\core
C:\...\TorqueGameBuilderPro\engine\source\gui\editor
C:\...\TorqueGameBuilderPro\engine\source\gui\game
C:\...\TorqueGameBuilderPro\engine\source\gui\shiny
C:\...\TorqueGameBuilderPro\engine\source\gui\utility
C:\...\TorqueGameBuilderPro\engine\source\T2D\activeTiles
C:\...\TorqueGameBuilderPro\engine\source\T2D\levelBuilder
I don't know whether the latest installation of TGB differs from the ones you've tried this with (I downloaded TGB yesterday). Maybe the location of the files in the TGB-directories has changed? I mean if I copy ONLY the \T2D\ -directory over to my C:\Torque\SDK15\engine\ no new versions of the files Gary listed (e.g. "guiBitmapButtonCtrl.h" etc.) will be copied from TGB to TGE1.5 (as they don't exists anywhere under the \T2D\) and there is no need to change the #includes.
#32
Copy the T2D directory into the TGE engine directory.
Copy util/undo.{cc,h} from TorqueGameBuilderPro\engine\source\util into the Torque1.5\engine\util directory
Add everything EXCEPT T2D/levelBuilder/levelBuilderPrimitiveTool.{cc,h}it to your project. Leave those out.
Some of the files in Gary's original list are now ok. Some other files are in T2D but not TGE. These have to be copied to TGE. The files that were in TorqueGameBuilderPro\engine\source\gui\buttons go in the TGE\engine\gui\controls directory. The directory structure should be kept the same for the others. After that the #include statements need to be fixed.
So... copy the following from T2D gui\buttons into TGE gui\controls:
guiIconButtonCtrl.{cc,h}
Copy the following from T2D gui\containers into TGE gui\containers:
guiAutosSrollCtrl.{cc,h}
guiDragAndDropCtrl.{cc,h}
guiDynamicCtrlArrayControl.{cc,h}
guiFormCtrl.{cc,h}
guiRolloutCtrl.{cc,h}
Copy the following from T2D gui\controls into TGE gui\controls:
guiPopUpCtrlEx.{cc,h}
Copy the following from T2D gui\core into TGE gui\core
guiScriptNotifyControl.{cc,h}
Copy the following from T2D gui\editor into TGE gui\editor
guiSeparatorCtrl.{cc,h}
guiImageList.{cc,h}
Add all of the above into your project. I went directory by directory to make sure they were all present.
Change include statements as follows:
#include gui/buttons/guiButtonCtrl.h to #include gui/controls/guiButtonCtrl.h
for the following files in the new TGE:
gui/controls/ guiPopupCtrlEx.h
gui\buttons\guiIconButtonCtrl. {cc,h}
T2D\levelBuilder\guiT2DObjectCtrl.h
Lastly, fix the problem caused by duplication of the mIsZero function which is found in both t2dUtility.h and mMathFn.h. Comment out the function in t2dUtility.h. You'll see notes on this from Gary and bank above.
Compile. If you get any errors, check to make sure you didn't miss an include statement or something was out of the project. You should see the T2D gui's once you compile successfully. Hope this helps!
11/27/2006 (8:35 am)
Sorry. I should have been more detailed. I rebuilt the integrated version and wrote down things as I went. Here is the cookbook version. Credit goes to Gary Briggs. bank's post points out the mIsZero problem. Jay Barnson listed files that he had to change.Copy the T2D directory into the TGE engine directory.
Copy util/undo.{cc,h} from TorqueGameBuilderPro\engine\source\util into the Torque1.5\engine\util directory
Add everything EXCEPT T2D/levelBuilder/levelBuilderPrimitiveTool.{cc,h}it to your project. Leave those out.
Some of the files in Gary's original list are now ok. Some other files are in T2D but not TGE. These have to be copied to TGE. The files that were in TorqueGameBuilderPro\engine\source\gui\buttons go in the TGE\engine\gui\controls directory. The directory structure should be kept the same for the others. After that the #include statements need to be fixed.
So... copy the following from T2D gui\buttons into TGE gui\controls:
guiIconButtonCtrl.{cc,h}
Copy the following from T2D gui\containers into TGE gui\containers:
guiAutosSrollCtrl.{cc,h}
guiDragAndDropCtrl.{cc,h}
guiDynamicCtrlArrayControl.{cc,h}
guiFormCtrl.{cc,h}
guiRolloutCtrl.{cc,h}
Copy the following from T2D gui\controls into TGE gui\controls:
guiPopUpCtrlEx.{cc,h}
Copy the following from T2D gui\core into TGE gui\core
guiScriptNotifyControl.{cc,h}
Copy the following from T2D gui\editor into TGE gui\editor
guiSeparatorCtrl.{cc,h}
guiImageList.{cc,h}
Add all of the above into your project. I went directory by directory to make sure they were all present.
Change include statements as follows:
#include gui/buttons/guiButtonCtrl.h to #include gui/controls/guiButtonCtrl.h
for the following files in the new TGE:
gui/controls/ guiPopupCtrlEx.h
gui\buttons\guiIconButtonCtrl. {cc,h}
T2D\levelBuilder\guiT2DObjectCtrl.h
Lastly, fix the problem caused by duplication of the mIsZero function which is found in both t2dUtility.h and mMathFn.h. Comment out the function in t2dUtility.h. You'll see notes on this from Gary and bank above.
Compile. If you get any errors, check to make sure you didn't miss an include statement or something was out of the project. You should see the T2D gui's once you compile successfully. Hope this helps!
#33
I figured the TGB GUI files need to be there, but I really wasn't sure were they ment to overwrite the TGE 1.5 versions, append them or what :) With your detailed instructions, anyone can now enjoy the TGB GUI-galore in TGE if they wish, even the Torque novices like me! Naturally, thanks go also to everyone else involved in the thread.
11/27/2006 (1:11 pm)
Thank you very much, works great! I figured the TGB GUI files need to be there, but I really wasn't sure were they ment to overwrite the TGE 1.5 versions, append them or what :) With your detailed instructions, anyone can now enjoy the TGB GUI-galore in TGE if they wish, even the Torque novices like me! Naturally, thanks go also to everyone else involved in the thread.
#34
Then you need to check project properties in your Visual Studio. I opened both, my custom engine, and original TGB, and then, made all settings the same (moving properties from TGB into TGE). Clean, Build. And now everything is working nice (see my previous post here where I gave description of my problems I met).
TGB in TGE rocks!
11/28/2006 (6:14 am)
Okay.. if you see (after merge) everything "squared" (as on picture)
Then you need to check project properties in your Visual Studio. I opened both, my custom engine, and original TGB, and then, made all settings the same (moving properties from TGB into TGE). Clean, Build. And now everything is working nice (see my previous post here where I gave description of my problems I met).TGB in TGE rocks!
#35
Sadly, trying to get 1.1.3 working for real in 1.5, in linux, is causing me some heartache. It seems fine, and individual bits work, but as soon as I try to run a TGB-TGE binary in the TGB games folder [ie, as a "Game Builder" rather than as an enhanced TGE engine in TGE], it crashes in a variety of annoying ways, that I can't track down.
Gary (-;
12/19/2006 (4:01 pm)
Particles.movSadly, trying to get 1.1.3 working for real in 1.5, in linux, is causing me some heartache. It seems fine, and individual bits work, but as soon as I try to run a TGB-TGE binary in the TGB games folder [ie, as a "Game Builder" rather than as an enhanced TGE engine in TGE], it crashes in a variety of annoying ways, that I can't track down.
Gary (-;
#36
In the file "levelBuilderTextObject.cc" in folder T2D/levelBuilder (after you've moved the T2D folder over to TGE)
you would need to comment out:
Just do a find for it and comment it out. I don't have the exact line number.
I'm trying to compile it without having to do that, but you have to add code to a few files. When I have the time, I'll find out where that is. The last thing that I need to find is where "FrameTemp" is initialised. Does anyone know where that is?
04/03/2007 (9:45 am)
There's also one more thing you have to do when doing this with TGB 1.1.3 and TGE 1.5In the file "levelBuilderTextObject.cc" in folder T2D/levelBuilder (after you've moved the T2D folder over to TGE)
you would need to comment out:
enumeratePlatformFonts( fonts );
Just do a find for it and comment it out. I don't have the exact line number.
I'm trying to compile it without having to do that, but you have to add code to a few files. When I have the time, I'll find out where that is. The last thing that I need to find is where "FrameTemp
#37
For what it's worth, it still /compiles/ for me and runs TGE fine, and runs T2D games fine, but I can't use the game builder part of the system on linux.
Gary (-;
04/03/2007 (10:05 am)
Or in this thread, there's two different implementations of enumeratePlatformFonts. Arguably a preferable way of doing it.For what it's worth, it still /compiles/ for me and runs TGE fine, and runs T2D games fine, but I can't use the game builder part of the system on linux.
Gary (-;
#38
04/03/2007 (10:12 am)
I'm using the Windows version. Will that code work for Windows?
#39
Gary (-;
04/03/2007 (10:15 am)
Uh, you should only need that on Linux. It *definitely* won't work for windows. Perhaps check your platformWindows dir in T2D & TGE for appropriate function call?Gary (-;
#40
initialisation is somewhere. I'll look through the files. I think once I find that, it should work just fine.
04/03/2007 (10:19 am)
I'm sure that FrameTemp
Torque 3D Owner Chris French
I'm fairly sure that was a typo... should be guiFormCtrl