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Compiling TorqueX for XNA 3.0

by Full House Media (#0001) · in Torque X 2D · 11/13/2008 (8:42 am) · 17 replies

I know garage games doesn't support XNA 3.0, but since it's been released, i upgraded the engine project to a vs 2008 project using XNA 3. My main reason for doing this was to use TFS. (I had been using subversion, but my company would like us to use TFS instead. It only works well with VS 2008)

it compiles fine and seems to run just fine. Has anyone run into any problems running under XNA 3?

#1
11/14/2008 (5:45 pm)
I too can compile and run under XNA 3 / XNAGS 3 without obvious problems, though I'm doing little more at this point than running the canned demos. At least, nothing seems more broken in XNA 3.0 than it already did in TorqueX :)
#2
11/14/2008 (7:13 pm)
I had no imediate issues as well!
#3
01/05/2009 (2:16 pm)
Any chance one of you could post a quick 1, 2, 3... step guide to how you compiled TX2 using XNA 3.0? Did you just install XNA 3 and use your existing TX2 projects or is it more involved than that?
#4
01/06/2009 (12:27 pm)
I just upgraded a tx2 project using vs.net 2008.
#5
02/07/2009 (3:55 am)
Working well over here so far, but I haven't attempted to run anything beyond the demos yet either. The hardest part was rebuilding the item and project templates for VS2008.

@Sean
I did it a couple weeks ago so unfortunately I can't recall the exact steps. I know that I started just by opening TXPro in VS2008 and letting the Upgrade Wizard mangle it. Then I went through the build errors one by one until they were cleared.

Also, I believe at some point I ran into the error under section 1.2.3 of this page: http://creators.xna.com/en-us/3.0beta_mainpage
So if you hit that problem you can go there for the fix.
#6
02/07/2009 (11:47 am)
@Gary

Okay. I tried I updating an existing TX 2 project and was getting some errors so I gave up on it and decided to wait for the official TX 3 release as I'm not really anywhere near ready to release on XBLCG. I think part of my problem is that I'm also using the Platformer Starter Kit.

So it sounds like I need to first upgrade TX then upgrade my game's project?
#7
02/07/2009 (2:36 pm)
Correct. The TorqueX binary is built on XNA 2.0 so you'll need to fix and recompile that first.

As for the platformer kit, my plan is to move the code from the templates into a library I can easily reference from any of my Torque projects. If I do that I'm not sure there's really a need to update those templates at all.
#8
03/25/2009 (4:14 am)
The platform kit works fine for me under XNA 3.0

I simply create one using the template in VS 2005 and then have been using that in VS 2008. I added the torque project to my platformer project and completely ignore the pre-built binary dll.

Everything runs fine when I do this.
#9
04/03/2009 (5:12 pm)
Works great for me, Have not tried any of the kits. I am getting odd crashes from TXB under vista.
#10
04/13/2009 (12:22 pm)
Seems like a lot of people succesfull with that. I think can be great if somebody can explain how to do it. I compiled the solution without errors and was able to open the demos and works great. The problem starts when I try to open a project template made with the visual 2005. I don't know if somebody can explain if we have to move some files, or rename some paths etc.
@Peter
I'm using the platform kit as well and can be usefull to know how you made that. Thanks
#11
04/13/2009 (3:08 pm)
OK you need to either include the Torque pro code in your project or if you have compiled the binaries, then you must add them as a reference. You have to add you GarageGames.TorqueX.Framework.dll Right click the reverences, add reference, and browse to your Compiled dll. I have placed mine an a central directory so I can easily find them again.

I have also successfully compiled and ran the platformer kit. There are two references in there, One in game and one in PlatformerFramework.

Good Luck


#12
04/13/2009 (6:03 pm)
Thank you so much Henry. It's working. Really easy when somebody explain. The only problem now is with the .txscene

Warning 1 Project item 'levels\demo_modified.txscene' was not built with the XNA Framework Content Pipeline. Set its Build Action property to Compile to build it.

There's some way to solve this?
#13
04/14/2009 (2:35 pm)
Esteban, the .txscene file must not be compiled using the XNA content pipeline.

1. In the solution explorer, select the .txscene file.
2. Go to the Properties viewer
3. Change the build action from 'compile' to 'content'
4. Change the copy action from 'do not copy' to 'copy if newer'

That should do it. The same is true for .dts and .ter files for the 3D folks out there.

John K.
www.envygames.com
#14
04/15/2009 (12:28 pm)
Will the tutorials work with 3.0, because I have tried to do this to. Could some give a more full example please, the templates are for 2.0. Will we see the templates form 3.0
#15
04/15/2009 (4:55 pm)
I'm having problems with getting the Xbox 360 version working. I'm not sure if this is because I'm building a platformer. Here was my approach to building under XNA 3.0:

1. Create a new Pro 2D Starter Kit 2.0 to get a copy of the Torque project
2. Create new PlatformerDemo 2.0 project
3. Copy the Torque project and files to PlatformerDemo project folder
4. Open PlatformerDemo and add the Torque engine project to the solution.
5. For the Game project and PlatformerFramework project remove the references to Torque binary and add a reference to the Torque project
5. Next open the PlatformerDemo project in Visual Studio 2008. This causes the conversion wizard to start. After completing the upgrade, I could build and run the platformer for x86.

Now the problem, how to compile for Xbox 360? I can right click on the Game and Torque projects and select Create copy of project for Xbox 360. This creates copies of the projects with the Xbox 360 assemblies referenced.

When I try to build the Torque Xbox 360 project I get the error:
Invalid Resx file. Could not find a part of the path 'C:\Games\Pro PlatformerDemo\Pro PlatformerDemo\Torque\EngineData\bin\Xbox 360\fonts\Arial12.xnb'. Line 123, position 5. C:\Games\Pro PlatformerDemo\Pro PlatformerDemo\Torque\EngineData\EngineData_Xbox_Debug.resx

Additionally looking through warnings there are missing references to: Microsoft.Xna.Framework.Content.Pipeline
...Pipeline.EffectImporter
...Pipeline.FbxImporter
...Pipeline.TextureImporter
...Pipeline.XImporter
System.Data
System.Drawing

And a warning about the OutputPath:
The OutputPath property is not set for this project. Please check to make sure that you have specified a valid Configuration/Platform combination. Configuration='Debug' Platform='Xbox 360'

Do I need to set up the Torque project a certain way? Do I need to build the project and reference built assemblies in the Xbox 360 project?

Thanks for any help you can give me,
John Meister
#16
04/24/2009 (10:54 am)
Here was my approach, I compiled the torque Dll's alone, I did the windows one and then created an Xbox360 version of the project and compiled it as well.

I took the Dll's and put them in the same path as the XNA versions, progfiles/common/garagegames etc.

I made a new game under VS2005. I then ran the conversion under VS 2008. added the references to the Dlls, the windows one and the Xbox one. Now when I start a project I just copy the starter games folder and use that as the basis for my project.

I think the part you missed is compiling an Xbox version of the dll.

I guess if I felt ambitious I could create a new template, but then the new version will be out and I didit for nothing.

Good luck.
#17
05/02/2009 (4:47 pm)
could someone explain step by step exactly how to do this? I'm having the same trouble as John Meister along with 68 or so other warnings.

*edit* and now I got it working but I don't really know what I did.