8 terrain textures instead of 6
by Mindwedge · 04/14/2005 (11:29 pm) · 46 comments
Hi all
---------------
TGE 1.3 files
---------------
Step 1: replace your common/editor/EditorGui.gui file with this
file.
Step 2: replace your common/editor/EditorGui.cs file with this
file.
--------------------
UPDATE FOR 1.4
--------------------
1.4 is using a changed directory structure. BEWARE! If you have been using 1.3 and you update to 1.4 some of your scripts may not work as they used to.
Here are the updated files for 1.4 (tested with the 1.4 demo for validity). Place them in your creator/editor folder:
EditorGui.cs
EditorGui.gui
If the server is down for these files try again later. The server is rarely down for more than an hour.
Have fun!
Note: You'll want to verify the bitmap paths for the default textures in EditorGui.gui to match your own development paths, else it will cause an error message in your console log.
---------------
TGE 1.3 files
---------------
Step 1: replace your common/editor/EditorGui.gui file with this
file.
Step 2: replace your common/editor/EditorGui.cs file with this
file.
--------------------
UPDATE FOR 1.4
--------------------
1.4 is using a changed directory structure. BEWARE! If you have been using 1.3 and you update to 1.4 some of your scripts may not work as they used to.
Here are the updated files for 1.4 (tested with the 1.4 demo for validity). Place them in your creator/editor folder:
EditorGui.cs
EditorGui.gui
If the server is down for these files try again later. The server is rarely down for more than an hour.
Have fun!
Note: You'll want to verify the bitmap paths for the default textures in EditorGui.gui to match your own development paths, else it will cause an error message in your console log.
#22
I tried the "8 bitmap" change (manually since the link to the alternate source is not working). Worked great after a few adjustment in the texture window GUI.
-> I did this with the lastest 1.4 version.
Problems started when I attempted to switch to the "World Editor" view to place items once my new mission created using 8 textures.
The screen does not refresh, even the menu scrool stays on screen and moving themouse creates a smodge.
Anyone else got this result? Any hints on why and how to fix. I am just starting to explore torque, so consider my a newbie (but I do code for a living).
Nice day to all
GG
12/24/2005 (10:20 am)
Hi,I tried the "8 bitmap" change (manually since the link to the alternate source is not working). Worked great after a few adjustment in the texture window GUI.
-> I did this with the lastest 1.4 version.
Problems started when I attempted to switch to the "World Editor" view to place items once my new mission created using 8 textures.
The screen does not refresh, even the menu scrool stays on screen and moving themouse creates a smodge.
Anyone else got this result? Any hints on why and how to fix. I am just starting to explore torque, so consider my a newbie (but I do code for a living).
Nice day to all
GG
#23
12/24/2005 (11:58 am)
@ Francois: See the top of this page to get the update for 1.4.
#24
I've put the 1.4 files in the folders described, but I have the same effect as Francois. No refreshing when choosing the upper menuparts Editor a.s.o
12/27/2005 (2:41 am)
@ Digital Dave: See the top of this page to get the update for 1.4.I've put the 1.4 files in the folders described, but I have the same effect as Francois. No refreshing when choosing the upper menuparts Editor a.s.o
#25
Quite right you are. I've just updated the server files. I think they'll work for you now. Let me know, eh?
Be sure to use the 'DeleteDSOs' utility (in the root folder) before trying the updates just to be sure.
12/27/2005 (1:07 pm)
@ Dieter and Francois:Quite right you are. I've just updated the server files. I think they'll work for you now. Let me know, eh?
Be sure to use the 'DeleteDSOs' utility (in the root folder) before trying the updates just to be sure.
#26
12/30/2005 (11:41 pm)
Must be working....
#27
01/24/2006 (7:38 am)
Yes Dave, this is working with my copy of the TLK 1.4
#28
01/24/2006 (7:42 am)
Groovy!
#29
03/11/2006 (9:17 pm)
done with a fresh copy of TGE 1.4, and it works beautifully thank you for a very nice resource.
#30
03/12/2006 (7:19 am)
You're quite welcome! Nice of you to say so.
#31
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10068
I am also working on a complete mission builder that allows you to to simply create RPG games. With a unique "drag-n-drop" inventory, npc class creation, screen play (story script editor), real time enviroment editor (random weather, time, date, night and day), schedual npc block, and a "switch objects prop" for seasons such as trees and grass. All of this can be done by adding 3 files to your engine directory and patching. After you compile, your mission builder will have 1 new menu item (RPG Creation Tool). You can then alter any scripts, ai, objectsActualy I have finished it I am just trying to figure out how to make a universal patch for TGE 1.4 or TLK 1.4. I just might make 2 diffrent patches...
The reason why I brought this up is because I have a slight detail map bug.... my editor patch allows for 16 terrain texture maps but it only details 8 of them. If someone could help me with this, my patch will work correctly!
03/19/2006 (2:47 am)
Here is a simple fix if you have TLK 1.4! It gives you 8 terrain textures without removing the lighting kit from your mission builder.http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10068
I am also working on a complete mission builder that allows you to to simply create RPG games. With a unique "drag-n-drop" inventory, npc class creation, screen play (story script editor), real time enviroment editor (random weather, time, date, night and day), schedual npc block, and a "switch objects prop" for seasons such as trees and grass. All of this can be done by adding 3 files to your engine directory and patching. After you compile, your mission builder will have 1 new menu item (RPG Creation Tool). You can then alter any scripts, ai, objectsActualy I have finished it I am just trying to figure out how to make a universal patch for TGE 1.4 or TLK 1.4. I just might make 2 diffrent patches...
The reason why I brought this up is because I have a slight detail map bug.... my editor patch allows for 16 terrain texture maps but it only details 8 of them. If someone could help me with this, my patch will work correctly!
#32
Sorry, but vannot do the coding for you in CC. Im only a bad scripter.
03/20/2006 (1:34 am)
Hi Chad, thats great. Do you plan to release a pack for the RPG mission builder or something like this?Sorry, but vannot do the coding for you in CC. Im only a bad scripter.
#33
I'm in the middle of fixing another bug I was totaly unaware of because I am new to torque... I havn't read a lot of the forums and I recently discovered a bug that I thought was my own code! But it turns out that the water block does not expand with the terrain block. I have read all the posts now about the fixes but I am running into branching bugs as I fix it.
Also, detail or bump mapping all 16 textures causes problems as well when switching from inter. to outdoor. I can fix this because I have a good idea how it works but I cant fix the water! I have no clue what to do. With TSE on the other hand I can make miles of water and land via Atlas.
I wont release the RPG builder as a resource until I fix the water cause it will just frustraight people if they are new to C++ and they try to build an island. If someone wants it to try and fix it on there own, they can have it right now though. I will upload it and provide a link
03/23/2006 (12:40 am)
@Dieter Eichert I'm in the middle of fixing another bug I was totaly unaware of because I am new to torque... I havn't read a lot of the forums and I recently discovered a bug that I thought was my own code! But it turns out that the water block does not expand with the terrain block. I have read all the posts now about the fixes but I am running into branching bugs as I fix it.
Also, detail or bump mapping all 16 textures causes problems as well when switching from inter. to outdoor. I can fix this because I have a good idea how it works but I cant fix the water! I have no clue what to do. With TSE on the other hand I can make miles of water and land via Atlas.
I wont release the RPG builder as a resource until I fix the water cause it will just frustraight people if they are new to C++ and they try to build an island. If someone wants it to try and fix it on there own, they can have it right now though. I will upload it and provide a link
#34
03/23/2006 (1:29 am)
@Chad Good luck with fixing it. Im sure some of the gentle guys here would help you soon.
#35
04/24/2006 (4:03 am)
it would be neat if those textures were in a scrollable box so they wouldnt take so much space on the screen :)
#36
Hey thats something I didnt think of and I could do that. Give me a day to get around to it. I actualy got 12 textures now that work 100% but I shrunk the texture previews and there is no file description on them either so I have been thinking about a new way to display them.
04/27/2006 (9:37 pm)
@ JuhaHey thats something I didnt think of and I could do that. Give me a day to get around to it. I actualy got 12 textures now that work 100% but I shrunk the texture previews and there is no file description on them either so I have been thinking about a new way to display them.
#37
How will the environment setup work? Will it allow computer time matching and/fixed or relative mission time?
I also thought of a synchronisation between Torque and one's local weather (as in flight simulators) as well as a completely random weather system on startup.
Then there is also the season texture changes, etc.
Anyway: keep up the good work coming! 8-)>
04/28/2006 (6:07 am)
Chad,How will the environment setup work? Will it allow computer time matching and/fixed or relative mission time?
I also thought of a synchronisation between Torque and one's local weather (as in flight simulators) as well as a completely random weather system on startup.
Then there is also the season texture changes, etc.
Anyway: keep up the good work coming! 8-)>
#38
is GG considering to include this changes for the next 1.4.1 type of release?
If it all works well I really don't understand why GG didn't do this before.
That is such cool change to have.
04/29/2006 (8:42 am)
this is a great resource...is GG considering to include this changes for the next 1.4.1 type of release?
If it all works well I really don't understand why GG didn't do this before.
That is such cool change to have.
#39
@Trenton: are you sure you didn't change anything else??
the crash seems totally unrelated and is caused somewhere in winWindow.cc, in static LRESULT PASCAL WindowProc()... :?
it happens right when I start to load a mission, there is no console error and I dont know how to debug it since nothing seems to happen at all, it crashes right after
*** Stage 2 load
with a stacktrace that doesnt give me the slightest idea what might be going wrong :(
06/08/2006 (2:07 am)
I'm getting a crash that I can't track down when increasing MaterialGroups to 15 or 16... @Trenton: are you sure you didn't change anything else??
the crash seems totally unrelated and is caused somewhere in winWindow.cc, in static LRESULT PASCAL WindowProc()... :?
it happens right when I start to load a mission, there is no console error and I dont know how to debug it since nothing seems to happen at all, it crashes right after
*** Stage 2 load
with a stacktrace that doesnt give me the slightest idea what might be going wrong :(
#40
MATERIAL_GROUP_MASK = 0x7
with
MATERIAL_GROUP_MASK = 0x31
in terrData.h ?
Because that made our game crash when we went from 8 -> 16.
06/14/2006 (4:49 am)
Have you replaced theMATERIAL_GROUP_MASK = 0x7
with
MATERIAL_GROUP_MASK = 0x31
in terrData.h ?
Because that made our game crash when we went from 8 -> 16.
class TerrainFile : public ResourceInstance
{
public:
enum Constants {
FILE_VERSION = 4, // Verion 3 = 8 Textures, Verion 4 = 16 Textures
MATERIAL_GROUP_MASK = 0x31
};
TerrainFile();
~TerrainFile(); 
Torque Owner Mindwedge
Mindwedge