PathedInterior 1.4
by Ryan Mick · 04/04/2006 (11:01 am) · 39 comments
This is an update the the pathed interior resource to the 1.4 code base. This version works in multi-player.
I have included all the changed files, just unzip into your torque directory. An tutorial can be found in
the "Pathed Docs" folder along with the files needed for quark. I have manually applied the original patch to the 1.4 codebase, format changes and all. This also includes the transparent interior files, that can be enabled by including the files InteriorTrans.* in your project and enabling with the preprocessor directive (USE_TRANSENTITIES).
Due to the file size limitation you can download the file here.
Original Resource:
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6109
I have included all the changed files, just unzip into your torque directory. An tutorial can be found in
the "Pathed Docs" folder along with the files needed for quark. I have manually applied the original patch to the 1.4 codebase, format changes and all. This also includes the transparent interior files, that can be enabled by including the files InteriorTrans.* in your project and enabling with the preprocessor directive (USE_TRANSENTITIES).
Due to the file size limitation you can download the file here.
Original Resource:
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6109
About the author
#2
04/06/2006 (6:07 am)
Very nice (even though i haven't got the time to try it out)!
#3
04/06/2006 (6:12 am)
Anyone that knows if it's possible to add support for this in 3d World Studio?
#4
I have tested it and it works great (the example building).
Only the map2dif seems make odd things, everytime I create a dif within QuArK the console shows thousands of "default" and the example dif takes a few minutes till the dif was created.
Last night our main artist tried a more complex building, but he broke up the test after a hour of "default" in the Quark console.
Any idea ? I just copy your files into a clean HEAD Version of the TGE and compiled it wie VC++ 7.
@Johan,
the 3d World Studio is made by Leadworks, maybe you should mail them. The changes in the engine are working and also map2dif (maybe with some little problems).
But the entities in the Editor have to updated, in Quark and Hammer this can be done with configuration files. Maybe the updated there Editor, even this is no standard version of the TGE.
04/06/2006 (7:09 am)
@Ryan,I have tested it and it works great (the example building).
Only the map2dif seems make odd things, everytime I create a dif within QuArK the console shows thousands of "default" and the example dif takes a few minutes till the dif was created.
Last night our main artist tried a more complex building, but he broke up the test after a hour of "default" in the Quark console.
Any idea ? I just copy your files into a clean HEAD Version of the TGE and compiled it wie VC++ 7.
@Johan,
the 3d World Studio is made by Leadworks, maybe you should mail them. The changes in the engine are working and also map2dif (maybe with some little problems).
But the entities in the Editor have to updated, in Quark and Hammer this can be done with configuration files. Maybe the updated there Editor, even this is no standard version of the TGE.
#5
04/06/2006 (7:15 am)
I'll take a look at the map2dif tonight, I may have accidentaly left some debugging code in. As far as support for 3d World Studio, it won't work until they fix the exported map format. The point entities render their origin as the first property which causes map2dif to fail. I have already reported it to leadwerks and it will be fixed in the next release.
#6
04/06/2006 (8:04 am)
Ok, cool (or maybe uncool ;-). Thanks for the input guys!
#7
@Johan, one thing you can do for 3d World studio is to export just the map and then edit the map file directly. The entities must have the class name as the first property other wise map2dif thinks it belongs to the previous entity. It's a little bit of a pain but works. When I was debugging map2dif with 3d world studio I was using a util called map2ui. It really help me see what was happening since the screen for 3d world studio closed quickly.
04/06/2006 (8:49 am)
Yep, I left some debugging code in. I have updated the zip file with the code removed, just get the latest and you should be good to go.@Johan, one thing you can do for 3d World studio is to export just the map and then edit the map file directly. The entities must have the class name as the first property other wise map2dif thinks it belongs to the previous entity. It's a little bit of a pain but works. When I was debugging map2dif with 3d world studio I was using a util called map2ui. It really help me see what was happening since the screen for 3d world studio closed quickly.
#8
04/06/2006 (7:23 pm)
What modifications will this require to work with the lighting kit 1.4?
#9
04/07/2006 (5:07 pm)
@Ian, that will be my next trick. I had done this before with 1.3 and plan on posting the updates to add this to TLK 1.4. It's going to take me a little while as I have to manually do it. I will post the files here when I have them ready.
#10
04/07/2006 (10:20 pm)
Is it simply a case off adding the changes manually, or do some code changes need to be made to unrelated TLK code itself?
#11
04/08/2006 (9:58 am)
Well there are two ways to do it. The first is to take a version of 1.4 and copy these files into it and the manually add the TLK parts. The second is to add the code changes manualy to TLK. There are some nuances with both. Map2Dif has to be done just right or it won't work. I am planning on the second method since I have applied the patch manually so many times now that I am more comfortable doing it that way.
#12
04/19/2006 (12:18 pm)
Looking forward to seeing a TLK 1.4 Version of this released.
#13
http://www.garagegames.com/mg/forums/result.thread.php?qt=44667
-Surge
06/02/2006 (9:40 am)
There is an interesting discussion going on here.http://www.garagegames.com/mg/forums/result.thread.php?qt=44667
-Surge
#14
06/02/2006 (7:33 pm)
Are you getting any errors in your log file?
#15
06/06/2006 (12:10 am)
thank you for this great resource.
#16
06/06/2006 (7:16 am)
Hello everybody, I wanted to give a status update so that everyone knows what's going on with the TLK version. Well, real life needed my attention for a while and I couldn't stop playing with the GuiImgHealthBarHud resource. If you haven't checked it out then you really need to take a look at it. Well anyway, there are a lot of changes in this resource that I have felt was based on older code bases. I have started to scrutinize the changes to make sure that only changes that need to be made are made. I finished my first go around at about midnight last night. It compiled, but crashed the game so now it's debug time. Many of the changes in the original resource were just formatting issues. As soon as I feel this is running at full 1.4 status I will update the resource and provide a TLK version of it. If anybody has any problems please let me know and I will help you out as best I can.
#17
06/06/2006 (1:27 pm)
This appears to have some parts of the radiostiy resource included. The torque.fgd has the UseRad option turned on by default-- this might be confusing to some folks.
#18
06/06/2006 (1:47 pm)
I did not remove any of the features that were part of the original. I have just successfully ran a version that does not have the radiosity and is just the parts that needed to be incorporated into 1.4. As soon as I get map2dif set up I will post the code. I might try to integrate it into map2dif_plus again if I get a chance. The only extras the new version will have is the translucent interiors stuff since I like windows. So far it looks like it runs a little faster but it still needs to be tested further.
#19
love to have windows in torque!!!
06/19/2006 (8:51 am)
Looking forward to seeing translucent Interior...love to have windows in torque!!!
#20
06/25/2006 (11:33 am)
How's the TLK version coming along?
Torque Owner Lukensteinz