need some answer to finish my own template
by Ahsan Muzaheed · in Torque 3D Beginner · 08/19/2011 (3:25 pm) · 3 replies
on my way to make my own template i have faced some problems and questions.
most of them i have solved by reading old threads.
but some of them seems new or have not answered or i have missed them.
here r them.
plz,answer them.most of them should have asked before or have faced by others and have fixed them.
question1:
in my main.cs i have add a statement:enableWinConsole(true);
works fine when i start my game by luncing XXX.exe
but do not work when i lunch it from toolbox.it always remain black.
to test just add this line just before:
$dirCount = 0;
why enableWinConsole does not work with toolbox?
question2:
again,when i try to lunch my project from toolbox's "world editor" button,then it works just just like "play game" button.
it lunches the play menu instead of world editor.
seems i have mixed up any required data for tool box.
somewhere i read gg cannot distribute code of toolbox as that have made by qt's professional version.
here i am not asking to distribute them.just post the code of button press event.so that, we will be able to make our program to compatible with toolbox.
question3:
in stock template, both car's(defaultCar and cheetahCar) first person view(by default pressing TAB) does not work until u open world editor at least one time by pressing F11.
after that tab button works.otherwise not.
why?
question4:
in (game\core\scripts\client\recordings.cs) there is code to record demo.but those does not work.shows a lot errors.may be any one from old tgea can fix them by comparing them with old tgea's s working version.someone plz do it as we r new and not familiar with tgea codes and trying to understand them only for fix this will cut a huge time.
and also in tgea that demo recording takes to much time to playback.can anyone remove some unnecessary parts to only shows it as a play video just like gta.
question5:
in game\scripts\main.cs there is this codes:
where is the definations of this functions.
in physics demo?
then why r they here!!!!
just to inform us that only adding definations of these two functions will make work of physics for phyx or bullet.
(bcz,in console log there is a line:No physics plugin exists.[b])
[b]question6:
it is not only a question but if true then it is also a fix for (Torque 3D - Script Manual.chm)
in chm:
filename OGLPixelShaderFile ----Indicates a filename that contains a DirectX pixel shader program.
is not it a open gl pixel shader program?
although i do not any ABC of shader.
question7:
in(game\core\scripts\client\core.cs):
// Start processing file change events.
someone plz explain what is the need of this File Change Notifications.and where it affects as i have not found any effect by deleting them.
in chm only have found this :
"Start watching resources for file changes."
is "resource" mean change by "live asset updating"????
question8:
when u will add cheetahCar in u r level,then every time after exit the game u will see these errors in console.log.
it does not happen for defaultCar until u add a cheetahCar beside defaultCar in the world .
*** ENDING MISSION
scripts/server/vehicle.cs (45): Unknown command getDataBlock.
Object (4906) PointLight -> LightBase -> SceneObject -> NetObject -> SimObject
scripts/server/vehicle.cs (45): Unable to find object: '' attempting to call function 'doDismount'
scripts/server/vehicle.cs (45): Unknown command getDataBlock.
Object (4907) PointLight -> LightBase -> SceneObject -> NetObject -> SimObject
scripts/server/vehicle.cs (45): Unable to find object: '' attempting to call function 'doDismount'
tools/shapeEditor/main.cs (256): Unable to find object: '-1' attempting to call function 'delete'
4138 -> deactivatePackages
here:
4906-->defaultCar
4907-->cheetahCar
what is wrong with cheetahCar?!!!
question9:
in chm:
static void GFXInit::createNullDevice ( )------->Create the NULL graphics device used for testing or headless operation.
why it is required without it what will happend?
i have tried by adding:
$isDedicated=true;
but it did nothing.
most of them i have solved by reading old threads.
but some of them seems new or have not answered or i have missed them.
here r them.
plz,answer them.most of them should have asked before or have faced by others and have fixed them.
question1:
in my main.cs i have add a statement:enableWinConsole(true);
works fine when i start my game by luncing XXX.exe
but do not work when i lunch it from toolbox.it always remain black.
to test just add this line just before:
$dirCount = 0;
if($dirCount == 0) {
enableWinConsole(true);
error("Error: Unable to load any specified directories");
quit();
}why enableWinConsole does not work with toolbox?
question2:
again,when i try to lunch my project from toolbox's "world editor" button,then it works just just like "play game" button.
it lunches the play menu instead of world editor.
seems i have mixed up any required data for tool box.
somewhere i read gg cannot distribute code of toolbox as that have made by qt's professional version.
here i am not asking to distribute them.just post the code of button press event.so that, we will be able to make our program to compatible with toolbox.
question3:
in stock template, both car's(defaultCar and cheetahCar) first person view(by default pressing TAB) does not work until u open world editor at least one time by pressing F11.
after that tab button works.otherwise not.
why?
question4:
in (game\core\scripts\client\recordings.cs) there is code to record demo.but those does not work.shows a lot errors.may be any one from old tgea can fix them by comparing them with old tgea's s working version.someone plz do it as we r new and not familiar with tgea codes and trying to understand them only for fix this will cut a huge time.
and also in tgea that demo recording takes to much time to playback.can anyone remove some unnecessary parts to only shows it as a play video just like gta.
question5:
in game\scripts\main.cs there is this codes:
// Init the physics plugin. physicsInit(); ............... ................. .................. // Destroy the physics plugin. physicsDestroy();
where is the definations of this functions.
in physics demo?
then why r they here!!!!
just to inform us that only adding definations of these two functions will make work of physics for phyx or bullet.
(bcz,in console log there is a line:No physics plugin exists.[b])
[b]question6:
it is not only a question but if true then it is also a fix for (Torque 3D - Script Manual.chm)
in chm:
filename OGLPixelShaderFile ----Indicates a filename that contains a DirectX pixel shader program.
is not it a open gl pixel shader program?
although i do not any ABC of shader.
question7:
in(game\core\scripts\client\core.cs):
// Start processing file change events.
startFileChangeNotifications(); ............... ................. .................. // Stop file change events. stopFileChangeNotifications();
someone plz explain what is the need of this File Change Notifications.and where it affects as i have not found any effect by deleting them.
in chm only have found this :
"Start watching resources for file changes."
is "resource" mean change by "live asset updating"????
question8:
when u will add cheetahCar in u r level,then every time after exit the game u will see these errors in console.log.
it does not happen for defaultCar until u add a cheetahCar beside defaultCar in the world .
*** ENDING MISSION
scripts/server/vehicle.cs (45): Unknown command getDataBlock.
Object (4906) PointLight -> LightBase -> SceneObject -> NetObject -> SimObject
scripts/server/vehicle.cs (45): Unable to find object: '' attempting to call function 'doDismount'
scripts/server/vehicle.cs (45): Unknown command getDataBlock.
Object (4907) PointLight -> LightBase -> SceneObject -> NetObject -> SimObject
scripts/server/vehicle.cs (45): Unable to find object: '' attempting to call function 'doDismount'
tools/shapeEditor/main.cs (256): Unable to find object: '-1' attempting to call function 'delete'
4138 -> deactivatePackages
here:
4906-->defaultCar
4907-->cheetahCar
what is wrong with cheetahCar?!!!
question9:
function createCanvas(%windowTitle)
{
if ($isDedicated)
{
GFXInit::createNullDevice();
return true;
}
...............
.................
}in chm:
static void GFXInit::createNullDevice ( )------->Create the NULL graphics device used for testing or headless operation.
why it is required without it what will happend?
i have tried by adding:
$isDedicated=true;
but it did nothing.
About the author
Torque 3D enthusiastic since 2010.Have been working in several T3D projects besides of Unreal Engine 4 and Unity 3D. NEED a hand with your project? SHoot me a mail. http://www.garagegames.com/community/forums /viewthread/138437/
#2
one importent line missing in recordings.cs.
that is it:
exec("~/art/gui/RecordingsDlg.gui");
then u have to paste it in console(tab button):
Canvas.pushDialog( recordingsDlg );
08/20/2011 (4:15 pm)
Answer4:one importent line missing in recordings.cs.
that is it:
exec("~/art/gui/RecordingsDlg.gui");
then u have to paste it in console(tab button):
Canvas.pushDialog( recordingsDlg );
#3
seems i have to satisfy with this little information:
www.garagegames.com/community/forums/viewthread/110165/1#comment-722791
08/20/2011 (4:37 pm)
answer7:seems i have to satisfy with this little information:
Quote:as soon as a process starts writing to a file, Torque will be notified about the file change.
www.garagegames.com/community/forums/viewthread/110165/1#comment-722791
Ahsan Muzaheed
Default Studio Name
i have not buy torsion.so i use notpad++ and enableWinConsole(true)(to show output) and (to give input) for my work.
as gg have no right to publish toolbox source so there is only one solution for this that i have to stop use of toolbox.
Answer2:
seems same solution as Answer1.