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:
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.
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.
#102
12/24/2008 (11:31 pm)
Yes, you will need to merge the CCK changed code with your code. There's a section in the guide about how you could do it.
#103
the problem with the reflection of the cliffs on the watersurface was done by the fog. to smooth the coastline of the waterplane i set a groundbased fog a little higher than the waterplane. When you retry it you will see that the culling above and under the waterplane don't work well. The reflections had the same problem.
bye
qbound
12/25/2008 (4:48 am)
Hi Konrad,the problem with the reflection of the cliffs on the watersurface was done by the fog. to smooth the coastline of the waterplane i set a groundbased fog a little higher than the waterplane. When you retry it you will see that the culling above and under the waterplane don't work well. The reflections had the same problem.
bye
qbound
#104
I'd very much like this fix to be in the upcoming version - along with an optional distance fader. I'm thinking about turning off fog based culling for cliffs entirely, and letting the user set up culling / fade-in distance instead.
12/25/2008 (8:11 am)
@Qbound: Thanks for the information. I see the problem, and I think it doesn't only relate to the Kit, but every static object. I will see if I can find a fix for it, it gets pretty ugly when the engine's culling objects early - especially large objects. Try playing with visibility distance as a quick solution. I'd very much like this fix to be in the upcoming version - along with an optional distance fader. I'm thinking about turning off fog based culling for cliffs entirely, and letting the user set up culling / fade-in distance instead.
#105
12/28/2008 (5:48 pm)
I am having the same problem as Jerry. 113 errors. Running VS2008 Express on Vista 64 bit.
#106
12/29/2008 (1:03 am)
@Daz: Same problem then, your install failed. Make sure you follow the guide step by step, and you do not try patching a game other than stronghold. If you need to install the Kit into your own source, you need to follow the guide's applicable section.
#107
I ended up installing the patch using TortoiseSVN and although it gave me an error telling me it couldn't find two of the files , it compiled and I was able to see the cliffs in the demo missions.
I will try it again later and write down the name of the files it complained about.
12/29/2008 (1:11 am)
I did follow the guide step by step, but it seems the inital patch failed with no indication when using 64 bit Vista. (I checked to see if the files that were modified in the patch file had been modified, but they weren't.) I ended up installing the patch using TortoiseSVN and although it gave me an error telling me it couldn't find two of the files , it compiled and I was able to see the cliffs in the demo missions.
I will try it again later and write down the name of the files it complained about.
#108
12/29/2008 (1:19 am)
@Daz: Well, I'm glad it works. It could have been a rights problem with Vista. Thanks, I'll wait for the filenames, and let you know how it affects the install.
#109
Will
01/06/2009 (7:59 am)
@Konrad: Great to hear your working on a 1.8 patch for the BC Kit, any word as to a time line it might be released?? How far is progress on the conversion? Just wondering. Always enjoyed the pack in 1.7, can't wait to get it in 1.8. Thanks for making it and the info... Will
#110
Konrad
01/06/2009 (8:12 am)
Hey Will, thanks for the kind words! I'm working on the 1.8 port still. TGEA 1.8 has changes that affect materials a lot, and this kit relies on materials (swaps mats on the fly). The new material system required me to rewrite material swapping for 1.8, which is not easy given that it's just out, and I'm still learning new things as I port the Kit. Unfortunately the 1.8 material core is not documented yet in detail, so I'm making progress only in small steps. I am sure I can finish it off in January though - other than that, still uncertain.Konrad
#111
01/06/2009 (4:04 pm)
I'm getting lost In this forum. So was the Cliff Construction crash resolved? I am also getting crashes when I apply any shader to my Cliff. I have Aug08 version of DirectX SDK.
#112
You obviously got the Kit installed, so please provide more details about your crash... Where does it crash (which file / line)? What are the values of the variables there? Is this happening in the mission that comes with the Kit or your own code? Alternatively, you could send me your files (the ones you see listed some posts above) so I could diff them with a working version.
So... I will help you even with your own code as far as the Kit goes, but I can only do so if you are willing to read through this forum. I understand that there are many posts, but I figure it's worth reading a few minutes here instead of debugging for hours.
If your problem is appearing in your own game / source, please contact me in private instead of this forum on the CCK support email address, we should not spam this already huge thread with specific problems.
-- Konrad
01/06/2009 (4:27 pm)
@Jerry: To my best knowledge, all crashes were related to incomplete installations. Actually, that seemed to be your problem, and you told us it was resolved just a few comments above:Quote:
One more question, now that's I have It working. ...
You obviously got the Kit installed, so please provide more details about your crash... Where does it crash (which file / line)? What are the values of the variables there? Is this happening in the mission that comes with the Kit or your own code? Alternatively, you could send me your files (the ones you see listed some posts above) so I could diff them with a working version.
So... I will help you even with your own code as far as the Kit goes, but I can only do so if you are willing to read through this forum. I understand that there are many posts, but I figure it's worth reading a few minutes here instead of debugging for hours.
If your problem is appearing in your own game / source, please contact me in private instead of this forum on the CCK support email address, we should not spam this already huge thread with specific problems.
-- Konrad
#113
If you want to add more to the cliff shader, you will need to create a new shader template, and use that. Read Gareth Fouche's explanation about how his Material Swapping resource works to understand how the cliff materials work. There are changes in the CCK, but the idea is the same.
01/06/2009 (4:33 pm)
@Jerry: Btw, what shaders do you want to apply to the cliffs? How are you doing that? The cliffs' materials are being generated on the fly, and as such, you'd only be able to change them during runtime - there's no material definition, only a template. If you want to add more to the cliff shader, you will need to create a new shader template, and use that. Read Gareth Fouche's explanation about how his Material Swapping resource works to understand how the cliff materials work. There are changes in the CCK, but the idea is the same.
#114
01/06/2009 (5:03 pm)
I sent an e-mail thanks.
#115
01/08/2009 (1:08 pm)
Ok, Its working now. Thanks for all your help Konrad Kiss.
#116
01/08/2009 (1:21 pm)
Thanks, for posting that Jerry. Enjoy the Kit!
#117
Thank
Stephen
01/12/2009 (1:44 pm)
Hi Konrad, I'm a new user of bgcliff. I have follow your instruction, but when i'm build the solution, i received 113 errors all time. Can you help me please.Thank
Stephen
#118
1. You use a clean TGEA 1.7.1 install
2. You install the 1.0 version going through the guide's install section carefully, exactly (install the script files in Stronghold for example), and when you're done, checking if it's working right. Make sure that you select the root directory for the clean TGEA install and not another version you might have installed previously and have made changes to.
3. Recompile, clear prefs and dsos, and test.
4. If everything is fine, then you download and unzip the 1.1 update.
5. Again, follow the 1.1 guide in installing the update.
6. Once the installation is done, recompile, clear dso-s and prefs, and test.
Those 113 errors come up because your source files have not been patched. You have probably tried to patch a TGEA 1.7.1 version that already has changes. Make sure you install a clean TGEA 1.7.1 and install the Kit on top of that. You will have to merge the code into AFX for TGEA if you want to use it with AFX engine code.
So for any custom code - as the gude says - install into a clean 1.7.1 first, and then you will find all the source changes that you can easily find and copy / paste into your custom source.
Please let me know if you need further help. Alternatively if you want to merge this code with your custom source I can help you with that too, contact me at the CCK support email address in that case. If your problems appear in a clean 1.7.1, then we can discuss this further on this thread.
Good luck, and let me know how the install goes!
01/12/2009 (2:13 pm)
Hi Stephane. Those 113 errors come up because the patching failed. Please make sure that you have done the following:1. You use a clean TGEA 1.7.1 install
2. You install the 1.0 version going through the guide's install section carefully, exactly (install the script files in Stronghold for example), and when you're done, checking if it's working right. Make sure that you select the root directory for the clean TGEA install and not another version you might have installed previously and have made changes to.
3. Recompile, clear prefs and dsos, and test.
4. If everything is fine, then you download and unzip the 1.1 update.
5. Again, follow the 1.1 guide in installing the update.
6. Once the installation is done, recompile, clear dso-s and prefs, and test.
Those 113 errors come up because your source files have not been patched. You have probably tried to patch a TGEA 1.7.1 version that already has changes. Make sure you install a clean TGEA 1.7.1 and install the Kit on top of that. You will have to merge the code into AFX for TGEA if you want to use it with AFX engine code.
So for any custom code - as the gude says - install into a clean 1.7.1 first, and then you will find all the source changes that you can easily find and copy / paste into your custom source.
Please let me know if you need further help. Alternatively if you want to merge this code with your custom source I can help you with that too, contact me at the CCK support email address in that case. If your problems appear in a clean 1.7.1, then we can discuss this further on this thread.
Good luck, and let me know how the install goes!
#119
Windows XP with a clean TGEA 1.7.1
Step by step copy the folder. ect..
But not working in the build.
Thank.
Stephen
01/12/2009 (2:41 pm)
Hi Konrad, it's 4 times i try to install, step by step your instruction, but each time the Build give me 113 errors.Windows XP with a clean TGEA 1.7.1
Step by step copy the folder. ect..
But not working in the build.
Thank.
Stephen
#120
01/12/2009 (3:06 pm)
Stephane, I've sent you an email to your address from which you purchased the Kit. Hope that helps.
Torque Owner Jerry Casian
{(Indie)}