Game Development Community

TGEDayNight Released!

by Prairie Games · in Technical Issues · 12/05/2002 (9:01 am) · 143 replies

Here is the Day and Night Cycle stuff as featured here.

*** Sorry, over the years we've lost this file. Please foward to Support@PrairieGames.com, thank you.
The source is available: HERE!

This is in GNU patch format... read the docs...

EDIT: I added the 2 TMU support for the interiors, get it from the link above :)

EDIT 2: Fixed a small problem with the horizon and made Sunrise/Sunset/Clouds much more dynamic/vibrant, highly recommended... the source is available from the link above or down below in the thread


Cheers,
-Joshua Ritter
Prairie Gamesm Inc.
#21
12/06/2002 (5:39 am)
By the way, if you're using the TerainManager code this patch does NOT apply cleanly. It truns out that an assertion was commmented out in the TerrainManager code that trips up the patcher. I'll be putting out a new release of the TerrainManager code later that fixes this but for now just take a look at the .cc.rej file the patcher makes and add the changes in yourself.
#22
12/07/2002 (12:09 am)
Definately too enhancements I would really like to get working properly together, they both look really good.
#23
12/09/2002 (3:22 pm)
Getting this working for 2 TMU for fluids was trivial:

in fluidRender.cc
// Dual TMU's ... let's do it a little slower ...

			// *****************************************************************
			//
			//	Surface Map (Double-Pass).
			//
			// *****************************************************************

			// *****************************************************************
			// TMU #0 - Surface #1
			// *****************************************************************
			glClientActiveTextureARB(GL_TEXTURE0_ARB);
			glActiveTextureARB	(GL_TEXTURE0_ARB);
[b]			tgeDNGLEnableLighting();                                             /// ***KCF***  D/N   ** enhanced[/b]
			glEnableClientState ( GL_VERTEX_ARRAY );

Add the code in bold.

However, after several passes at the Terrain Render code, my hair hurts (mostly in the places where I pulled it out).

Has anyone else tackled this ?
#24
12/09/2002 (3:26 pm)
Joshua (or anyone that knows :) ), When you say the interiors won't render correctly on video cards with 2TMU do the interiors appear black? I have seen this on two different machines now. I didn't notice a problem with the water or terrain.
#25
12/09/2002 (4:54 pm)
@Ken, there shouldn't be anything funky with the terrain... did you mean interiors? The third texturing procedure needs to get split off as a second pass for 2 TMU...

@Sabre, black on a 2 TMU GForce2 MX here...

-Joshua Ritter
ActionRPG Revolutionary
#26
12/09/2002 (8:12 pm)
hhmm we're getting these errors:

error C2248: 'mLight' : cannot access private member declared in class 'Sun'
../engine\terrain/sun.h(26) : see declaration of 'mLight'
#27
12/09/2002 (8:30 pm)
nm we got it - but question ... how do we start it/make it work ingame? lol
#28
12/09/2002 (11:34 pm)
DOH !

Yeah Josh, I meant Interiors. Interiors - Terrain, so easy to confuse those words :-)
#29
12/10/2002 (6:46 am)
Does the location of the sun affect the shadows on the terrain (not the shadows caused by interiors on the terrain)? I noticed that the terrain facing the sun was slightly darker than the terrain facing away, which seemed the opposite of how it should be.

Thanks
#30
12/10/2002 (3:34 pm)
oooo we get a patch from cvs .. I see .. lol I just dled the source, put it in, and that was it haha
#31
12/20/2002 (9:39 am)
I needed the 2 TMU support, so I wrote it...

The source is available: HERE!

Cheers,
-Joshua Ritter
ActionRPG Revolutionary
#32
12/20/2002 (9:45 am)
Again, thank you Joshua !! :)
Your hard work sure is appreciated by this crazy canuck... 8p
Happy holidays, et al.
#33
12/20/2002 (10:16 am)
Perfect! Great job!
#34
12/20/2002 (12:16 pm)
Just installed it and used the patch, works like an absolute dream. Tis a lovely touch, thanks for sharing it.

edit - oh yeah, thats on a geForce 2 MX400.
#35
12/20/2002 (3:48 pm)
hhm ... question - how do I apply the patch file? I have Wincvs, tortoisecvs ... but none know how to use it

or am I way off and it's just manually telling me what to change?
#36
12/20/2002 (3:54 pm)
http://www.garagegames.com/docs/torque.sdk/gstarted/patches.html

the way I did it was go there, and go to the link for the windows tools and download them from there. Once you've downloaded them (about 2.7MB) you put the patch.exe file in the root torque directory and run the commandline shown in the above page, changing the path bit with where you have the patch sitting.
#37
12/20/2002 (6:00 pm)
Good work, Josh ... except it isn't working for me - I still have black interiors.

here's my video info:


OpenGL driver information:
Vendor: NVIDIA Corporation
Renderer: GeForce2 GTS/PCI/SSE
Version: 1.3.1
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 2)
EXT_paletted_texture
EXT_compiled_vertex_array
NV_vertex_array_range
EXT_texture_env_combine
EXT_packed_pixels
EXT_fog_coord
ARB_texture_compression
EXT_texture_compression_s3tc
(ARB|EXT)_texture_env_add
EXT_texture_filter_anisotropic (Max anisotropy: 2.000000)
WGL_EXT_swap_control
OpenGL Init: Disabled Extensions
3DFX_texture_compression_FXT1
NPatch tessellation



Looks to me like it should work, no ?
#38
12/20/2002 (6:48 pm)
Ken... it is quite odd that the interiors would still be black... I about completely rewrote the function... at the very least they should be textured with no
lighting or lit with no texturing... let me know if you come up with anything...

Mike Stoddart also has a GForce2 GTS and has it working...

I have tested on GForce2MX and a GForce3(both at 2 TMU and 3 TMU)...

There is a GForce2MX400 reported working above...

I am interested to know if it works on Radeon cards... If you have one and try this, please post the results...

-J
#39
12/20/2002 (7:35 pm)
Josh, can you send your interiorInstance.* & InteriorLMManager.* so I can compare with mine and see where things have gone awry ...
#40
12/20/2002 (7:47 pm)
I just found time to try this out today, fantastic work, would be nice if it were rolled into the engine officially.

Watching the player shadow move over time is great.