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GMK with T3D 1.1 Beta3

by Katsuya T. · in Game Mechanics Kit · 11/06/2010 (5:56 pm) · 32 replies

Hi folks,

i just purchased the GMK 1.2.8 but there also start my problems.
I copie all the files from GMKZIP\Engine to Torque3DFOLDER\Engine like in the Guide in step 2.

Step 3 is a bit confusing in this Guide because there is no mention from where to copie the files into the VC-Project. So i just tried to make a filter within my DLL-Project > T3D > logickingMechanics, containing the aiBot.cpp/h and the visualEffect.cpp/h and there under the physics filter containing the files from the game_mechanics_kit_1_2_8\T3D\Engine\source\T3D\logickingMechanics\physics folder.

Rebuild the DLL-Project and i will get more then 300 errors.

Compiling without the GMK changes works like a charm.

Visual Studio 2008 Pro
DirectX-SDK 2010

Just a few from the erros logged:
1>C:/Torque/Torque 3D 2009 Pro 1.1 Beta 3/Engine/source/T3D/logickingMechanics/physics/rigidBody.h(48) : error C2143: syntax error : missing ';' before '<class-head>'
1>C:/Torque/Torque 3D 2009 Pro 1.1 Beta 3/Engine/source/T3D/logickingMechanics/physics/rigidBody.h(48) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int

1>C:/Torque/Torque 3D 2009 Pro 1.1 Beta 3/Engine/source/T3D/logickingMechanics/visualEffect.h(38) : error C2143: syntax error : missing ';' before '<class-head>'
1>C:/Torque/Torque 3D 2009 Pro 1.1 Beta 3/Engine/source/T3D/logickingMechanics/visualEffect.h(38) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int

I hope someone will point me into the correct direction.

K.
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#21
12/01/2010 (10:28 pm)
Thanks for the offer - Think I've been looking at it for too long now as I'm struggling to see my own mistakes here... fresh eyes will do better I hope!

Linkie:
dl.dropbox.com/u/1725658/Blood%20Red%20DLL.vcproj
#22
01/21/2011 (1:34 pm)
I used GMK1.2.9PhysX in 1.1B3, it's got issues.
It compiles but not without errors.

the tire receives an off-mass-center sphere collision, the green can receives an off-mass-center capsule(afaik)...and somehow every non static object lags and pops positions.

I'm speechless.

P.S. I've tried a clean install, I've tried the demo/physics project install...1.2.9.PhysX for 1.1B3 is fooked.
#23
01/21/2011 (5:58 pm)
"somehow every non static object lags and pops positions"

yes, thats a rather nasty issue....
#24
01/22/2011 (6:20 pm)
Richard, I had the same issue;

here's what I did to get it to compile properly;
remove all signs of Bullet from the solution.

the bullet lib
yourproject.dll > t3d > physics > bullet
& do not add bullet to the logicking machanics folder either

clean & build

P.S. you'll still have some odd pops/lags in game and I have to find time to track that down.

#25
03/09/2011 (3:56 am)
Hi

As a noob to Torque 3D, I wanted to get stuff together to start making/learning a 3D game.

I have just installed Torque 3D beta 3 and Game mechanics Kit 1.2.8 and now trying to get a template created which would allow me to play around with the assets in the demo but within a new template.
So far I have not been able to get things loaded and running. Reading the kit install doc, it says to just copy/paste the folders to torque folder to replace existing files. I did this for all folders in Torque which had the same folder names. I was hoping I could create a new project and use the kit.

What can I do to merge the assets from the mechanics kit demo folder to Torque so when I create a new test project, I will be able to see some kind of workable environment? Do I need to use an older version of Torque 3D with 1.2.8?

I am not interested in merging code as I have no T3D mods, just want an out of box setup working for both products. :-)
#26
03/11/2011 (6:49 am)
1.2.9GMK is for T3D1.1 B3
1.2.8 is for a previous release of T3D. probly 1.0.1
there currently is no drag n drop version for T3D1.1 B3.

also once you merge/ drag n drop the source code changes you still need to rebuild your project in a compiler like VS 2008

if you want to be able to play around with it without compiling then you need to be sure to move the .exe into your project that is supplied with the kit.
#27
03/20/2011 (7:06 pm)
Hello all, got problems compiling gmk.
This threads getting on abit now but figured i'd post here rather than start another...

I beleive i've followed the docs to the letter.
Fresh install of beta 3, using gmk 1.2.9 and code patch to merge the source.

For some reason VStudio can't open the physx files for compilation, I keep getting a list of errors like the following..

Error 1 fatal error C1083: Cannot open source file: 'C:\Program Files\NVIDIA Corporation\NVIDIA PhysX SDK\v2.8.3\SDKs\NxCharacter\src\BoxController.cpp': No such file or directory c1xx

ive checked and quadruple checked the paths and they are correct, I've opened the files in a text editor and they arn't corrupt or read only.

Any ideas anyone?

thanks in advance
#28
03/20/2011 (9:18 pm)
then you didnt follow the docs to the letter, try again, its realy quite easy, its in the pdf, he even shows that there are two ways to do just this thing.

I REALLY suggest you read the instructions....
your English seems very good, so thats not the issue.
#29
03/21/2011 (3:29 am)
hmm, ok, thanks for the nice friendly response!
just for the record I have RTFM, and I thought i'd done it to the letter as I said before.
That post was after trying at a doazen times over the past few days..
but I shall try yet again....
#30
03/21/2011 (3:39 am)
I had similar issues getting it to work after the merge. I expect its something simple but I have reverted to just using the kit with the default kit binary and not the Torque one.

One thing which could help people new to Torque3D and the kits which are available to buy would be for each kit developer to have some kind of script which would be run and one which would auto patch the torque source files. Just my thoughts.
#31
03/21/2011 (4:46 am)
Hi Jonajoint,

Open up your project.DLL "vcproj" file. You'll find it in "YOURPROJECTFOLDER-->BUILDFILES-->YOURVISUALSTUDIOVERSION-->PROJECTS"

It sounds like you don't have the correct version of PhysX integrated within your .net environment (or have have multiple versions). Open that vcproj file and manually amend all of the relative paths so they reflect the correct PhysX version... this will solve the problem.

Cheers,

Rich H.
#32
03/21/2011 (4:27 pm)
Hi Richard thanks for putting me on the right path, I do indeed have two versions installed.
Although amending the relative paths didn't make any difference,
and all the paths in nxCharacter and nxuStream projects we're throwing the same errors too.
What I did in the end was copy the physx sdk folder to where the default project was expecting them, probably not the best way to do it but hey it worked :)

Just got the 3 "LNK2019: unresolved external symbol" errors to sort now..

thanks again!
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