Polysoup integration help into 1.5
by Cinder Games · in Torque Game Engine · 02/23/2008 (7:50 pm) · 39 replies
So i got the polysoup source files from TDN, there's a "1.5" folder. So i took those files, copied them over the existing ones, tried to build the exe. bam! 27 errors
most of them are repetitions. Anyhow.
Has anyone got polysoup working in 1.5? Obviously there's more i gotta do to get this working then just copy over the files.
.\engine\ts\tsSortedMesh.cc(57) : error C2065: 'tDiffuse' : undeclared identifier 7>..\engine\ts\tsSortedMesh.cc(57) : error C3861: 'getUVs': identifier not found 7>..\engine\ts\tsSortedMesh.cc(66) : error C2039: 'lightMapMethod' : is not a member of 'TSShapeInstance::RenderData' 7> ../engine\ts/tsShapeInstance.h(492) : see declaration of 'TSShapeInstance::RenderData' 7>..\engine\ts\tsSortedMesh.cc(66) : error C2039: 'LIGHT_MAP_MULTI' : is not a member of 'TSShapeInstance' 7> ../engine\ts/tsShapeInstance.h(75) : see declaration of 'TSShapeInstance' 7>..\engine\ts\tsSortedMesh.cc(66) : error C2065: 'LIGHT_MAP_MULTI' : undeclared identifier 7>..\engine\ts\tsSortedMesh.cc(69) : error C2065: 'tLightmap' : undeclared identifier 7>..\engine\ts\tsSortedMesh.cc(69) : error C3861: 'getUVs': identifier not found 7>..\engine\ts\tsSortedMesh.cc(70) : error C2039: 'lightMapTE' : is not a member of 'TSShapeInstance::RenderData' 7> ../engine\ts/tsShapeInstance.h(492) : see declaration of 'TSShapeInstance::RenderData'
most of them are repetitions. Anyhow.
Has anyone got polysoup working in 1.5? Obviously there's more i gotta do to get this working then just copy over the files.
#22
At any rate, both resources are working together now, and running along the top of my wall is just fine. I tested a single DTS with polysoup that is physically larger than the Barebones mission area and about 13k polygons and it's just fine also.
03/16/2008 (4:46 pm)
I've been working on integrating this resource today, www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=14152 and here's what I think the issue may have been with the jittering. I think that I must have placed my polysoup test wall on top of a replicator tree, and the render mesh was culling but the collision was still active. At any rate, both resources are working together now, and running along the top of my wall is just fine. I tested a single DTS with polysoup that is physically larger than the Barebones mission area and about 13k polygons and it's just fine also.
#23
My first careless (didn't check dependencies) implementation added a requirement for the MSVC Run Time libraries. I haven't checked yet to see if I can rebuild the opcode.dll to remove the dependency.
This caused one of those annoying "it worked on every machine except for the boss's " bugs.
03/27/2008 (8:25 am)
Be careful how you build when you include this in your project. My first careless (didn't check dependencies) implementation added a requirement for the MSVC Run Time libraries. I haven't checked yet to see if I can rebuild the opcode.dll to remove the dependency.
This caused one of those annoying "it worked on every machine except for the boss's " bugs.
#24
@Mathew
I had a similiar problem, i intigrated it, ran it just fine. but as soon as i moved it to a seperate machine i had that 'will not run on anything but dev machine' problem. Thanks for the info on the dependencies. Once i get to intigrating it again i will have to pay attention to that little detail.
04/16/2008 (5:48 pm)
Been a bit since i viewed this thread. @Mathew
I had a similiar problem, i intigrated it, ran it just fine. but as soon as i moved it to a seperate machine i had that 'will not run on anything but dev machine' problem. Thanks for the info on the dependencies. Once i get to intigrating it again i will have to pay attention to that little detail.
#25
Are the files you sent to Ramen just modified to incorporate the two fixes from Joti Carroll? I've been attempting to get polysoup working and have been getting the same errors as Ramen did in his first post. He mentioned that he was able to get it to compile before he recieved your files so I'm guessing its an error on my part rather than version.
I've rebuilt the opcode.dll from the polysoup.rar and placed it in the examples folder. I also rebuilt the opcode.lib file, placed it in an opcode folder under the lib directory along with the other library files and added the linker>input for opcode.lib as well as the associated directory. Am I missing something in setting up the rebuild correctly?
04/25/2008 (4:18 pm)
@ James W.Are the files you sent to Ramen just modified to incorporate the two fixes from Joti Carroll? I've been attempting to get polysoup working and have been getting the same errors as Ramen did in his first post. He mentioned that he was able to get it to compile before he recieved your files so I'm guessing its an error on my part rather than version.
I've rebuilt the opcode.dll from the polysoup.rar and placed it in the examples folder. I also rebuilt the opcode.lib file, placed it in an opcode folder under the lib directory along with the other library files and added the linker>input for opcode.lib as well as the associated directory. Am I missing something in setting up the rebuild correctly?
#26
Are the files you sent to Ramen just modified to incorporate the two fixes from Joti Carroll? I've been attempting to get polysoup working and have been getting the same errors as Ramen did in his first post. He mentioned that he was able to get it to compile before he recieved your files so I'm guessing its an error on my part rather than version.
I've rebuilt the opcode.dll from the polysoup.rar and placed it in the examples folder and set up a reference to it. I also rebuilt the opcode.lib file, placed it in an opcode folder under the lib directory along with the other library files and added the linker>input for opcode.lib as well as the associated directory. Am I missing something in setting up the rebuild correctly?
04/25/2008 (4:48 pm)
@ James W.Are the files you sent to Ramen just modified to incorporate the two fixes from Joti Carroll? I've been attempting to get polysoup working and have been getting the same errors as Ramen did in his first post. He mentioned that he was able to get it to compile before he recieved your files so I'm guessing its an error on my part rather than version.
I've rebuilt the opcode.dll from the polysoup.rar and placed it in the examples folder and set up a reference to it. I also rebuilt the opcode.lib file, placed it in an opcode folder under the lib directory along with the other library files and added the linker>input for opcode.lib as well as the associated directory. Am I missing something in setting up the rebuild correctly?
#27
For those that come after, the reason its giving the errors listed in the first post is because the normal changes from the Polysoup.rar file are missing alot of the lines about lightmaps. So if you're doing a merge between the two it will probably remove them causing those errors. The other large difference between the two versions is the changes from diffuse to tverts all over the place don't need to be done. Pretty much just add the sections labeled OPCODE and don't modify outside of that and it should work, otherwise we should get the 1.5.2 file hosted or incorporated into the polysoup.rar
04/25/2008 (10:28 pm)
Thanks to Ramensama for sending over the 1.5.2 files and to Kyle LeMaster for his help. For those that come after, the reason its giving the errors listed in the first post is because the normal changes from the Polysoup.rar file are missing alot of the lines about lightmaps. So if you're doing a merge between the two it will probably remove them causing those errors. The other large difference between the two versions is the changes from diffuse to tverts all over the place don't need to be done. Pretty much just add the sections labeled OPCODE and don't modify outside of that and it should work, otherwise we should get the 1.5.2 file hosted or incorporated into the polysoup.rar
#28
Sorry, I have been busy lately (prototyping a game sim, and trying to work my C++ classes in)
I just added those fixes into the code.
Just make sure it is linked correctly.
04/26/2008 (9:09 am)
@ K.AndersonSorry, I have been busy lately (prototyping a game sim, and trying to work my C++ classes in)
I just added those fixes into the code.
Just make sure it is linked correctly.
#29
They are already hosted. I just forgot to put the links in this thread.
TGE 1.5.2 files
TGEA 1.0.3 files
Note...If you are using tgea 1.7.0, you don't need this resource as it already has polysoup included.
04/26/2008 (12:41 pm)
Quote:we should get the 1.5.2 file hosted or incorporated into the polysoup.rar
They are already hosted. I just forgot to put the links in this thread.
TGE 1.5.2 files
TGEA 1.0.3 files
Note...If you are using tgea 1.7.0, you don't need this resource as it already has polysoup included.
#30
05/25/2008 (6:57 pm)
How do you install compile it into torque?
#31
Extract the code to their proper folders, ( as they are in the zip )
Add them to your project
Clean solution
Build solution
05/25/2008 (7:03 pm)
Compile the opcode.dll, Extract the code to their proper folders, ( as they are in the zip )
Add them to your project
Clean solution
Build solution
#32
Did you add them patch fixes to them files?
I didn't want me past post to confuse any one.
05/25/2008 (10:14 pm)
@mike Did you add them patch fixes to them files?
I didn't want me past post to confuse any one.
#33
05/26/2008 (3:15 am)
@ James, yes. The files in the zips I linked too are already patched.
#34
I have downloaded the TGE 1.5.2 files for PolySoup (above), but as I have very little knowledge of how the engine works, and where certain files go...
Would anyone know if there is a resource, on how to implement these AWESOME changes!...
and if not, could someone please explain how to do this...in simple terms
From Ross
Thanks in advance!
12/07/2008 (7:08 pm)
Hi!I have downloaded the TGE 1.5.2 files for PolySoup (above), but as I have very little knowledge of how the engine works, and where certain files go...
Would anyone know if there is a resource, on how to implement these AWESOME changes!...
and if not, could someone please explain how to do this...in simple terms
From Ross
Thanks in advance!
#35
Just place the zip file in your sdk folder and unzip it overwriting the files. It will place all the files in the proper places, or just place them in the same folders they are in now. (as in, I have - engine/collision, engine/game, and engine/ts. Place the files in those folders.) Place the opcode folder inside your lib folder.
Compile opcode using the sln file inside it's folder, then compile torque after you add the lib files for opcode.
12/07/2008 (7:25 pm)
Hi Ross, Just place the zip file in your sdk folder and unzip it overwriting the files. It will place all the files in the proper places, or just place them in the same folders they are in now. (as in, I have - engine/collision, engine/game, and engine/ts. Place the files in those folders.) Place the opcode folder inside your lib folder.
Compile opcode using the sln file inside it's folder, then compile torque after you add the lib files for opcode.
#36
You said "place the opcode folder inside your lib folder. Compile opcode using the sln"
when i compile it, where does it's output go...
Mayby it would be easier if you put together a quick word document about how to set it up and you can send it to me at: macz_202 hotmail com
From Ross,
12/08/2008 (3:41 am)
Hi Mike!You said "place the opcode folder inside your lib folder. Compile opcode using the sln"
when i compile it, where does it's output go...
Mayby it would be easier if you put together a quick word document about how to set it up and you can send it to me at: macz_202
From Ross,
#37
After compiling successfully, you should find your opcode[_DEBUG].dll file in your example directory
12/08/2008 (6:02 am)
OPCODE INTEGRATION FOR WIN- - copy the opcode directory into lib/opcode/win/ directory.
- Add existing OPCODE project to Torque SDK project by right-clicking on "Solution 'Torque SDK'" and go and choose the lib/opcode/win/opcode.vcproj.
- In Opcode project properties, change Configuration properties/General/Output directory to .\../../out.VC8.[DEBUG | RELEASE] (depending on Debug OR Release configuration chosen or active)
- change Configuration Properties/C++/Code generation/Runtime Library to Multi-threaded (/MT) and not Multi-threaded DLL (/MD)
- change Linker/General/Output File to ../../../example/opcode[_DEBUG].dll
- Right-click on Torque Demo project, choose Project Dependencies, and check opcode.
- In file OPC_IceHook.h, line 29, change #define SetIceError false by #define SetIceError(a,b) false
After compiling successfully, you should find your opcode[_DEBUG].dll file in your example directory
#38
in my SDK (TGE 1.5.2) in "C:\Torque\1_5_2\lib" I have no folder called opcode, nor do I have such a folder anywhere in my Torque Directory.
I know I must be one of people wants to do something they don't really know anything about, but the help is really appreciated :)
Ross.
12/08/2008 (4:35 pm)
Nicolas,in my SDK (TGE 1.5.2) in "C:\Torque\1_5_2\lib" I have no folder called opcode, nor do I have such a folder anywhere in my Torque Directory.
I know I must be one of people wants to do something they don't really know anything about, but the help is really appreciated :)
Ross.
#39
12/08/2008 (5:30 pm)
If you look in the resource, you will find the opcode folder. Place it in your lib folder and follow the rest of the directions Nicolas gave you.
Torque Owner Cinder Games