Badguy: help on doors
by Desmond Fletcher · in Torque Game Engine · 05/18/2002 (8:26 am) · 34 replies
Just added your door code to give it a spin...came up with this:
Linking...
engine_DEBUG.lib(interiorInstance.obj) : error LNK2001: unresolved external symbol "public: __thiscall PathedInterior::PathedInterior(void)" (??0PathedInterior@@QAE@XZ)
../tools/map2dif_DEBUG.exe : fatal error LNK1120: 1 unresolved externals
Error executing link.exe.
map2dif_DEBUG.exe - 2 error(s), 0 warning(s)
Got an idea what I might have done wrong here? The TorqueDemo_DEBUG compiled fine so there must be a prob with how map2dif is accesssing the lib. (heheh, sure getting tired of link errors lately)
Thanks for all your work on the doors--I'll look at the math later... wanted to get it working first to see what is there.
Linking...
engine_DEBUG.lib(interiorInstance.obj) : error LNK2001: unresolved external symbol "public: __thiscall PathedInterior::PathedInterior(void)" (??0PathedInterior@@QAE@XZ)
../tools/map2dif_DEBUG.exe : fatal error LNK1120: 1 unresolved externals
Error executing link.exe.
map2dif_DEBUG.exe - 2 error(s), 0 warning(s)
Got an idea what I might have done wrong here? The TorqueDemo_DEBUG compiled fine so there must be a prob with how map2dif is accesssing the lib. (heheh, sure getting tired of link errors lately)
Thanks for all your work on the doors--I'll look at the math later... wanted to get it working first to see what is there.
#2
05/18/2002 (9:15 am)
No, I added them to the TorqueDemo project as per his instructions. hmmm... oh, I see he's added them to map2dif also. Are they to be added to BOTH projects? Or, just adding pathedInterior.h as external dependency in map2dif project?
#4
05/18/2002 (9:35 am)
Ok, you're right--both have to be added to both the TorqueDemo and map2dif projects--that doesn't seem right.
#5
05/18/2002 (12:56 pm)
no it doesnt look right... why add a torque piece of code to the exporter?
#6
Opps I had this here for something I had done earlier ..
and it does not need to be there so remove the include line and remove the files from the project :)
I'll update the resource, sorry for the inconveniance.
(I was using this object in the file previously now I am not.)
Edit:
Desmond did you try the door?
how did it go ?
05/18/2002 (1:51 pm)
Edit :Opps I had this here for something I had done earlier ..
and it does not need to be there so remove the include line and remove the files from the project :)
I'll update the resource, sorry for the inconveniance.
(I was using this object in the file previously now I am not.)
Edit:
Desmond did you try the door?
how did it go ?
#7
i tried the door but didnt work, didnt try much either, just didnt had time to mess with it
05/18/2002 (8:38 pm)
much better badguy :Di tried the door but didnt work, didnt try much either, just didnt had time to mess with it
#8
hmm well im pretty confident the tutorial has the steps it takes to get them to work.
Im interested in seeing where it left you when it didn't work for you :)
05/19/2002 (2:24 am)
didn't work?hmm well im pretty confident the tutorial has the steps it takes to get them to work.
Im interested in seeing where it left you when it didn't work for you :)
#9
just a frame
05/19/2002 (7:08 am)
well i got it all compiled,etc ... but then i added ur door object and it didnt have any door :\just a frame
#10
Linking...
engine_DEBUG.lib(interiorInstance.obj) : error LNK2001: unresolved external symbol "public: __thiscall PathedInterior::PathedInterior(void)" (??0PathedInterior@@QAE@XZ)
../tools/map2dif_DEBUG.exe : fatal error LNK1120: 1 unresolved externals
Error executing link.exe.
But leaving them in recompiled with no problem. So I thought I'd build a map with door, trigger, and path_nodes to test. None of those ents appear to make it to the world. (At least they don't show up in the Torque world editor). hmmm?
05/19/2002 (1:26 pm)
I haven't removed the pathInterior.cc from map2dif yet. If I remove them I get link errors:Linking...
engine_DEBUG.lib(interiorInstance.obj) : error LNK2001: unresolved external symbol "public: __thiscall PathedInterior::PathedInterior(void)" (??0PathedInterior@@QAE@XZ)
../tools/map2dif_DEBUG.exe : fatal error LNK1120: 1 unresolved externals
Error executing link.exe.
But leaving them in recompiled with no problem. So I thought I'd build a map with door, trigger, and path_nodes to test. None of those ents appear to make it to the world. (At least they don't show up in the Torque world editor). hmmm?
#11
to see how to actually add the object to the engine ..
see it does not automagically appear when loading level with door..
no, you must run the One time function
[interiorInstanceID].magicButton();
run that in the console to get your Interior Object to add its door entity's :)
once this is done it will add the path's and other stuff.. everything should work from here.
Then save the mission next load it should all be there.
Edit:
Desmond ..
you must remove the reference to include the pathedInterior.h in the map2diff project
05/19/2002 (2:07 pm)
heh you guys are gonna have to read the readme in the zip..to see how to actually add the object to the engine ..
see it does not automagically appear when loading level with door..
no, you must run the One time function
[interiorInstanceID].magicButton();
run that in the console to get your Interior Object to add its door entity's :)
once this is done it will add the path's and other stuff.. everything should work from here.
Then save the mission next load it should all be there.
Edit:
Desmond ..
you must remove the reference to include the pathedInterior.h in the map2diff project
#12
How do you remove the reference to pathedInterior.h from external dependencies in map2dif?
05/19/2002 (4:18 pm)
ok, found the magic button :) that added the door, trigger, paths. I guess another thing to look at is controlling the speed between path nodes. and, make the simgroup load automagically :) Cool Badguy. How do you remove the reference to pathedInterior.h from external dependencies in map2dif?
#13
Ok, so you placed in:
../torque/tools/map2dif/exportGeometry.cc
#include "interior/pathedInterior.h"
remove that :)
there is no need to have it load them automatically I would think, see when building your mission, and once you place all your building finalized you can then run
the onetime magicbutton call, then save the mission all the stuff will be saved in the mission.
*shrug* its how it was :)
the cool thing is you can nuke the interior, and still have the door work once you've used magicbutton.
Edit:
Really there is alot more to be looked at .. this is not a complete object here :(
see now ive begun studying deep math's cause I really need them. (heh, hence all the time for the forum)
the use of the path for following right now is weak at best.(this is simpler but ive not spent anytime on it)
as well the use of the path for calculating angles for a rotating door, is also weak.(This i've spent alot of time on and still have it all wrong I feel, I would love to see a Good way to do this.)
05/19/2002 (4:30 pm)
Great :)Ok, so you placed in:
../torque/tools/map2dif/exportGeometry.cc
#include "interior/pathedInterior.h"
remove that :)
there is no need to have it load them automatically I would think, see when building your mission, and once you place all your building finalized you can then run
the onetime magicbutton call, then save the mission all the stuff will be saved in the mission.
*shrug* its how it was :)
the cool thing is you can nuke the interior, and still have the door work once you've used magicbutton.
Edit:
Really there is alot more to be looked at .. this is not a complete object here :(
see now ive begun studying deep math's cause I really need them. (heh, hence all the time for the forum)
the use of the path for following right now is weak at best.(this is simpler but ive not spent anytime on it)
as well the use of the path for calculating angles for a rotating door, is also weak.(This i've spent alot of time on and still have it all wrong I feel, I would love to see a Good way to do this.)
#14
05/20/2002 (12:54 pm)
Off hand, I would say the rotating doors should be a separate function without paths. They rotate a certain number of degrees specified around the origin brush. They could also be rotating while moving along a path as well.
#15
But my biggest problem is that map2diff doesn't export anything anymore, it complains about the textures now...
editGeometry.cc@488
"Bad texture format. Only 24 bit RGB or bla bla bla..."
while trying to export my door test object...
But the textures ARE 24 bit RGB (I tried "floor_set_stone.jpg" from Realm Wars to make sure (saw that you used it in your example map file).
No success, I can't export anything...
Any idea what might be wrong??????
Thanks!!
05/23/2002 (9:45 am)
Badguy, the readme says the "magicbutton" stuff only works in DEBUG build... why's that?But my biggest problem is that map2diff doesn't export anything anymore, it complains about the textures now...
editGeometry.cc@488
"Bad texture format. Only 24 bit RGB or bla bla bla..."
while trying to export my door test object...
But the textures ARE 24 bit RGB (I tried "floor_set_stone.jpg" from Realm Wars to make sure (saw that you used it in your example map file).
No success, I can't export anything...
Any idea what might be wrong??????
Thanks!!
#16
05/23/2002 (12:14 pm)
Stefan, are you applying that floor texture to the trigger? If so, try the NULL instead and see if map2dif complains.
#17
I always get this error now, no matter which interior I try to compile or which textures it uses... if I take the old precompiled version, everything is fine... guess I'll just get the latest HEAD of the map2dif and try again.... :-(
05/23/2002 (3:49 pm)
Well, actually, it doesn't compile ANY object... even if I take out all of Badguys changes... I've never compiled map2dif before, I think, just used a precompiled version...I always get this error now, no matter which interior I try to compile or which textures it uses... if I take the old precompiled version, everything is fine... guess I'll just get the latest HEAD of the map2dif and try again.... :-(
#18
Thanks a lot!
05/23/2002 (4:06 pm)
Okay, got my map2dif working again (some Assembler file which wasn't supposed to be there was included in the Lib project file...), but I'm not really sure how to set up this door thing in Hammer... could someone please post an example file how it should look? What do I need? A pivot point brush (with "origin" texture) and an actual "door" brush (with "door texture")? Do they have to have the size of the actual door? The readme file isn't very specific here... :-(Thanks a lot!
#19
EDIT: I really don't get this part of the readme:
I've got the one with the ORIGIN texture and one more which is supposed to be the actual door, right? What else do I need?? And why does the object have up to 7 triggers? Do I have to specify a name for each of them?
05/23/2002 (11:24 pm)
No matter what textures I use for the door brushes, map2dif crashes while exporting... anyone with a working example file around? Thanks!EDIT: I really don't get this part of the readme:
Quote:How can there be "many" brushes for the door object?
select the brush's of choice (can be many) including the afore mentioned ORIGIN covered one
for WorldCraft you can Right click and choose tie to entity
I've got the one with the ORIGIN texture and one more which is supposed to be the actual door, right? What else do I need?? And why does the object have up to 7 triggers? Do I have to specify a name for each of them?
#20
Later!
05/23/2002 (11:45 pm)
Well, why not take the map file provided by Badguy... hehe... ;-) Everything's in there... I'll give it a try!Later!
Torque 3D Owner Xavier "eXoDuS" Amado
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