Game Development Community

BG Cliff Construction Kit discussion

by Konrad Kiss · in Torque Game Engine Advanced · 11/07/2008 (9:37 am) · 294 replies


If you are looking for Sahara, the Cliff Construction Kit brought to the next level, please visit the following URL:
Sahara Discussion Thread


This thread was created to discuss Bitgap Games' Cliff Construction Kit. You are welcome to ask questions, comment the kit, and show off your creations through screenshots and videos.

The Kit is now available through Bitgap Games' website.


In Torque 3D 1.0.1 (v1.3 BETA):



In TGEA 1.7.1 and 1.8.1 (v1.2):


-- Konrad

About the author

Lead Developer at Bitgap Games (www.bitgap.com) currently working on Xenocell (www.xenocell.com) a massively multiplayer action strategy game based on Torque 3D technology.

#21
11/15/2008 (6:25 am)
Great pack!
#22
11/15/2008 (6:58 am)
Thanks Michael!
#23
11/17/2008 (5:58 am)
@Konrad:

just an FYI - I had the same problem that Will Zettler had installing the 1.0.1 version - it would not compile after installing, even though the patcher said complete. (Brand new 1.7.1 install, and selected correct directly as in docs: c:\torque\tgea_1_7_1). Copying the patcher and it's files to the install directory root solved the problem for me.
#24
11/17/2008 (6:09 am)
@Jaimi: Thanks for posting that! I wonder what the problem might be then, I'm having trouble debugging it. I have tested the installation from a directory where the path has spaces in it, and it still worked..

Should anyone have a similar problem, at least there's a temporary solution until I manage to find the cause, and update the download.

Thanks again.
#25
11/17/2008 (7:24 am)
@Konrad:

I'm not sure if this will help, but I was on Vista Ultimate (32bit). I was running with UAC turned off, and was the local administrator (yeah, bad I know).
Tgea was installed in the default location:c:\torque\tgea_1_7_1 and the install files were on a portable drive: H:\bgcck\bgcck_1_0_1
#26
11/17/2008 (8:39 am)
@Jaimi: Thank you for the info. I don't have Vista, but it
#27
11/19/2008 (4:30 am)
Ok, Im trying to tweak this into a tgea 1.7.1 afxa but get the following 4 errors...

9>d:\codeprojects\tgea-rocks\engine\source\windowmanager\win32\win32window.cpp(23) : fatal error C1083: Cannot open include file: 'd3d9types.h': No such file or directory

9>d:\codeprojects\tgea-rocks\engine\source\platformwin32\windirectinput.h(21) : fatal error C1083: Cannot open include file: 'xinput.h': No such file or directory

9>d:\codeprojects\tgea-rocks\engine\source\gfx\d3d\dxdiagnvutil.h(72) : fatal error C1083: Cannot open include file: 'dxdiag.h': No such file or directory
9>screenshotD3D.cpp

9>d:\codeprojects\tgea-rocks\engine\source\gfx\d3d\screenshotd3d.cpp(5) : fatal error C1083: Cannot open include file: 'd3d9.h': No such file or directory

It might be why, but when I look in a fresh clean TGEA it dosent have those files either, any suggestions to what migh be the issue ?

PS: The nov 14 note up there about functions; its not listed in gameFunctions.h but in gameFunctions.cpp
#28
11/19/2008 (5:32 am)
You need to have the March08 Direct X SDK installed.
#29
11/19/2008 (5:52 am)
Hmm, I fail to see why installing that would add files it wants in 'later installed tgea projects' ?

Downloading it now though, and staring at screen thinking " " in the meantime ;)

and, thanks :P
#30
11/19/2008 (6:09 am)
@Taylor: Thanks for the help! I've been out of town, and just got back home.

@Christian: Let me know if you need further help.
#31
11/20/2008 (3:45 pm)
I've a couple quick questions. Are your shaders 3.0 and is this compatible with TGEA 1.03?
#32
11/20/2008 (4:04 pm)
@Ron: The shaders are 2.0.

The Kit was made for 1.7.1. I'm pretty sure it would work without modifications in 1.7.0 by manual install, but 1.0.3 would probably not work out of the box. I haven't tried, I don't have a 1.0.3 install.

I think that the thing that'd pose one problem is that dds loading in 1.0.3 is not quite ok yet. I don't think there'd be other serious problems though, but I might be wrong. You could convert the textures to some other format and let mipmaps be generated by the engine. If you decide to get the Kit and go for the port, let me know, I'll help you in private so we don't spam this thread. If you learn that it's way too much trouble for you, I'll refund your order and you can just delete the Kit.
#33
11/28/2008 (7:39 pm)
Will this work with Torque X with 3D Game Builder? I'm a XNA Torque X user.
#34
11/29/2008 (1:31 am)
@Jerry: I'm sorry, but there are no plans yet to port this under either Torque X or TGB. As far as I know Torque X (very little) I think that it would be possible - but that's happen only sometime around the next year. Currently the 1.8 port and the next update are what have higher priorities. However, for TGB, I am not sure that custom shaders are possible at all. I still need to get both licenses.
#35
12/02/2008 (7:48 pm)
I have to admit I did not keep up with your development on the CCK. I thought it was a very nicely done product, but looking over the material accumulation update, wow. You've outdone yourself.

I guess when TGEA 1.8 and the CCK 1.8 are done I will have to get back into TGEA.
#36
12/05/2008 (10:08 am)
It would be nice to have an installation guide, 'cause it takes extreamly long to check every source file an see if it was patched from TGEA 1.7.1 and then merge it into customized engine.
It took me about 2 hours to do so and still I missed something, so I get like hundred errors on build.

P.S. Merging with customized AFX 1.1.2. If anyone did solve a similar problem could you tell me where the problem is.

Thanks
#37
12/05/2008 (10:16 am)
@Vasily: There's a section in the guide that tells you how to merge the Kit with your code. Basically, every change is encapsulated in remarks. You can search the source directory for files that have these remarks (via Total Commander for example, or anything that lets you scan the contents of the files within a directory and all subdirectories - even Windows or Visual C++ can do this for you). Checking manually would definitely take a long time.

I thought that this is the best approach exactly because some people use the original 1.7.1 distro, and some use the AFX version. Post the first few lines of your error messages, and I'll try to help you.
#38
12/05/2008 (10:19 am)
@vasily - What i did, with a similar setup, was to download the default 1.7.1, then use WinMerge to detect the differences between a default 1.7.1 and a patched 1.7.1. I then applied the differences (which were all marked with comments) to my modified TGEA/afx 1.1.2 build.
#39
12/05/2008 (11:52 am)
Alright, I've got the source to build with no problems. A bit of thinking and whola :-).
But now another trouble - unable to get in the world editor (F11). I tried messing around with the scripts, but nothing helps. I'm checking now if I can get it to work via some source edits, but I'm not a programmer, so I bet I won't be able to fix it on my own :(.

May some of you guys know what the problem might be?

P.S. Console doesn't tell me anything, that's why I can't find the root of the trouble.

Many thanks
#40
12/05/2008 (11:59 am)
@Vasily: If the change would cause it to cease functioning, try checking the file tools\missionEditor\scripts\editors\creator.ed.cs and see if you have applied all the changes to it.

If you need more help with the script, send the file to my email address, or to the cck support email, and I'll take a look. Let's get this working for you. :)