Modernization Kit Beta Thread 2
by ArmedGeek · in Torque Game Engine · 06/27/2007 (8:46 pm) · 344 replies
I think it is way past time to create a new thread for MK.
The original thread can be found here www.garagegames.com/mg/forums/result.thread.php?qt=58532
Modernization Kit website : tmk.superiorcode.com/
Username: torqueUser
Password: tMK60152
The original thread can be found here www.garagegames.com/mg/forums/result.thread.php?qt=58532
Modernization Kit website : tmk.superiorcode.com/
Username: torqueUser
Password: tMK60152
#302
Thx.
09/01/2008 (7:54 pm)
Just a quick question, is this multiplayer ready or single player only? My multiplayer works, but only the host has the shaders working, all clients that connect get the funky no textured polygon look. Do I need to call something for the clients that are connecting to a server?Thx.
#303
You must have it on the server section, but not on the client section.
Nicolas Buquet
www.buquet-net.com/cv/
09/02/2008 (1:14 am)
I think you should have a look at the MK initialization script in the CS script on the client side.You must have it on the server section, but not on the client section.
Nicolas Buquet
www.buquet-net.com/cv/
#304
@Tom: Not that I know of.
@DALO: The MK should work on clients as well, though I don't recall ever explicitly testing that.
Back to another year of silence for me.
09/02/2008 (11:30 am)
@Daniel: There were some very minor engine changes required, ~4 lines of code if I recall correctly. Or maybe that was for fogging, I really don't remember. Regardless, I know I needed the objectToWorld matrix for something so I tossed in a few lines to set it as a global parameter.@Tom: Not that I know of.
@DALO: The MK should work on clients as well, though I don't recall ever explicitly testing that.
Back to another year of silence for me.
#305
2 quick questions:
1. Why does it seem to affect or even get rid of custom ambience on dts objects, as well as self-illumination? Can this be disabled? or fixed?
2. Based on certain video cards and openGL support, is it possible to completely turn of the Modern Kit for those cards that can't support it?
Thx.
09/04/2008 (2:49 pm)
Hello again,2 quick questions:
1. Why does it seem to affect or even get rid of custom ambience on dts objects, as well as self-illumination? Can this be disabled? or fixed?
2. Based on certain video cards and openGL support, is it possible to completely turn of the Modern Kit for those cards that can't support it?
Thx.
#306
1. Is this with Koushik's (excellent) DTS integration resource?
2. No.
09/04/2008 (3:51 pm)
@Dalo,1. Is this with Koushik's (excellent) DTS integration resource?
2. No.
#307
09/04/2008 (3:55 pm)
No I haven't implemented Koushik's resource......though it looks very interesting.
#308
09/04/2008 (3:56 pm)
Well in that case I haven't a clue.
#309
On a side note, Has anyone got this working with the RTS Kit?
09/07/2008 (9:52 am)
Looks awsome, Will try it out later today.On a side note, Has anyone got this working with the RTS Kit?
#310
Id like to implement it in to the RTS Starter kit aswell, I currently have the following error when trying,
"BSCMAKE: error BK1506 : cannot open file '..\tools\out.vc8.debug_fast\interiorCollision.sbr': No such file or directory"
Can anyone help me out with this problem?
09/07/2008 (11:40 am)
Well, I just got this up and running smoothly on the FPS Starter Kit. Looks, wonderfull.Id like to implement it in to the RTS Starter kit aswell, I currently have the following error when trying,
"BSCMAKE: error BK1506 : cannot open file '..\tools\out.vc8.debug_fast\interiorCollision.sbr': No such file or directory"
Can anyone help me out with this problem?
#311
I guess My question 2 should have been a little more clear. Would it be possible to start or skip the modernization kit in the engine based on the users specs? The thing I would like try is if the users computer doesn't support it then a #define statement would decide if it will be loaded or not followed by a bunch of ifdef's? I just thought I'd see what you thought before I attempted hours of messing around and trying to get it to that state.
Thx.
09/09/2008 (8:45 am)
Hey Alex,I guess My question 2 should have been a little more clear. Would it be possible to start or skip the modernization kit in the engine based on the users specs? The thing I would like try is if the users computer doesn't support it then a #define statement would decide if it will be loaded or not followed by a bunch of ifdef's? I just thought I'd see what you thought before I attempted hours of messing around and trying to get it to that state.
Thx.
#312
09/09/2008 (10:24 am)
Well, #define and #ifdef are compile time, not runtime. That being said I know a couple of teams have successfully #ifdef'd the MK and will presumably have two executables available for download.
#313
09/11/2008 (7:30 am)
I think I will be going the #ifdef route as well. Just a quick question - where should I place the #define? Does anybody know if the MK is compatible with Vista?
#314
09/11/2008 (7:48 am)
Here's one method that I used, it seems to work ok thus far. I searched for this string in all of my solution files "OpenGL driver information". There's a chunck of code that get's the current version of the user's openGL. If they have openGL support for 2.0 then I'd set a pref variable in scripts. I think it's Con::setVariable("$pref::OpenGL_version", "2"); else it would be "1". With this variable in place the scripts would then exec either the scripts that used InteriorParallax20 shaders or the InteriorFF20 (no shaders). It does seem to work, because my older mac loads the InteriorFF20 shaders ( this is with the auto generated files turned off). Hopefully this will make it more playable across pc's.
#315
Does anyone know what this means?
These errors are only ocurring on certain missions. I'm going to figure out what these missions are, so I can see what spefic things in the level could be causing the problem.
09/12/2008 (7:34 am)
Huh, that's an interesting find. Thanks!Does anyone know what this means?
Quote:Could not load this GL function: glFramebufferTexture2DEXTI'm guessing that something about the user's computer is not up to scratch. This sort of thing is spammed into the consle, interspersed with lines like
Could not load this GL function: glFramebufferRenderbufferEXT
Could not load this GL function: glBindFramebufferEXT
Could not load this GL function: glBindRenderbufferEXT
Could not load this GL function: glGenFramebuffersEXT
Could not load this GL function: glBindFramebufferEXT
Quote:Generating material for texture MTLPILRBOTTOM, width 128, height 128and
Quote:Render texture id is 384This is obviously part of the autogen-materials process.
These errors are only ocurring on certain missions. I'm going to figure out what these missions are, so I can see what spefic things in the level could be causing the problem.
#316
09/12/2008 (5:52 pm)
That would correspond to the FrameBufferObject (FBO) extension in OpenGL. It isn't supported on your hardware - looks like you need to update your GPU mate. ;)
#317
09/13/2008 (12:43 am)
Okay, thank you very much for the info. It wasn't me, though, it was one of my 'testers' :P.
#318
09/16/2008 (9:04 am)
A general question: water tends to reflect objects that are just underneath the water, and it does so really wierdly. Is this a problem with the water shaders, or the MK coding?
#319
Whenever I start up my game with the MK build (After deleting the DSOs) I get weird lines on every DIF model or brush or whatever.
If I switch the properties to GLlighting, the model shows the texture properly, but no lighting.
If I add a shape (And the engine doesn't crash) then the weird lines will be all sorts of different colors, depending on the shape.
And every once in awhile I'll get this nice error:
I'm using nearly stock 1.5.2 and have a Nvidia 8500GT (Drivers are updated.)
i32.photobucket.com/albums/d43/ninjadave90/shed1.jpg
Stock 1.5.2
i32.photobucket.com/albums/d43/ninjadave90/mkhelp.jpg
1.5.2 with MK.
If you notice, if I add a FX light near the funny lined DIF, the texture shows only in the area of the light.
I'm pretty confused. Help. :(
09/23/2008 (7:03 pm)
Ok, this has been getting me for some while.Whenever I start up my game with the MK build (After deleting the DSOs) I get weird lines on every DIF model or brush or whatever.
If I switch the properties to GLlighting, the model shows the texture properly, but no lighting.
If I add a shape (And the engine doesn't crash) then the weird lines will be all sorts of different colors, depending on the shape.
And every once in awhile I'll get this nice error:
Fatal-ISV: (..\engine\interior\interiorIO.cc @ 1240) Invalid st coord encoding in Interior::readLMapTG
I'm using nearly stock 1.5.2 and have a Nvidia 8500GT (Drivers are updated.)
i32.photobucket.com/albums/d43/ninjadave90/shed1.jpg
Stock 1.5.2
i32.photobucket.com/albums/d43/ninjadave90/mkhelp.jpg
1.5.2 with MK.
If you notice, if I add a FX light near the funny lined DIF, the texture shows only in the area of the light.
I'm pretty confused. Help. :(
#320
Nicolas Buquet
www.buquet-net.com/cv/
09/24/2008 (12:31 am)
In your 2nd screenshot (so with MK), be sure to recompile your DSO, and be sure you add the script modifications of the MK. In genral, this rendering comes from these errors.Nicolas Buquet
www.buquet-net.com/cv/
Torque Owner Tom Honaker