Envrionment Pack I
by Rex · in Torque Game Engine · 08/23/2005 (9:08 am) · 22 replies
I recently purchased Tim Aste's Environment Pack I for some mission building assistance, and am having some difficulties getting certain portions to work correctly. There are two main issues I'm experiencing; the sound profiles accompanying the datablocks not working and bad texture pathing.
1. My SDK[which is 'supposed' to be v1.3 but reads from the console as 1.2!?!-using precompiled .exe, ;), always like to see what happens 'out of box'] plays all the crossbow sounds[.ogg files, all] quite well; however, I cannot get the sound[also .ogg files?] to accompany the rain/sand/snow datablocks when run inside the engine. Also I'm curious about the "lush" Track that should be playing during the Missions...?? They're not included and the name looks vaguely familiar when I boot Tribes II, my catch all for legacy code references, ;O!
2. No matter where I place the .dml files and the bitmap textures which represent the drops/dustspecks/snow to render, they never do. All white; they're there, just not rendering?? I've read the Help Me portions of documents and have placed the textures in the data/environment folder[where scripts point], a no-go. I've copied them enmass to the data/missions folder, another no-go. I've copied them them enmass to the data/terrains folder, still no-go. I've copied them to the data/terrains/grasslands folder, my final logical point to locate the files and I still get white blocks of non-rendered 'particles'. I must now resort to forum posting to see where I've gone wrong. The only paths I see directed to are from within the included environment.cs file.
Thanks anyone....I would have loved to have gotten both Environment Packs in one combo, instead one of them packaged with diffs I'll never use....which is why I went with the more simple examples.....the readme.txt file has much more information than I needed for packs I didn't purchase. Thanks again.
1. My SDK[which is 'supposed' to be v1.3 but reads from the console as 1.2!?!-using precompiled .exe, ;), always like to see what happens 'out of box'] plays all the crossbow sounds[.ogg files, all] quite well; however, I cannot get the sound[also .ogg files?] to accompany the rain/sand/snow datablocks when run inside the engine. Also I'm curious about the "lush" Track that should be playing during the Missions...?? They're not included and the name looks vaguely familiar when I boot Tribes II, my catch all for legacy code references, ;O!
2. No matter where I place the .dml files and the bitmap textures which represent the drops/dustspecks/snow to render, they never do. All white; they're there, just not rendering?? I've read the Help Me portions of documents and have placed the textures in the data/environment folder[where scripts point], a no-go. I've copied them enmass to the data/missions folder, another no-go. I've copied them them enmass to the data/terrains folder, still no-go. I've copied them to the data/terrains/grasslands folder, my final logical point to locate the files and I still get white blocks of non-rendered 'particles'. I must now resort to forum posting to see where I've gone wrong. The only paths I see directed to are from within the included environment.cs file.
Thanks anyone....I would have loved to have gotten both Environment Packs in one combo, instead one of them packaged with diffs I'll never use....which is why I went with the more simple examples.....the readme.txt file has much more information than I needed for packs I didn't purchase. Thanks again.
About the author
Rex does all his 3D graphics through BrokeAssGames and is currently working on DSQTweaker, Ecstasy Motion, and other interesting projects yet to be revealed. Just ask him about anything DTS/DSQ related, he's happy to help.
#2
08/23/2005 (9:29 am)
You're right Matthew, the paths need to be tweaked. Look through console.log Rex, and it should be pretty obvious what you need to change.
#3
Loading compiled script starter.fps/server/scripts/environment.cs.-that's fine
...having permission issues with the post...testing
Here's the pathing errors...
08/23/2005 (9:43 am)
Compiling starter.fps/server/scripts/environment.cs...Loading compiled script starter.fps/server/scripts/environment.cs.-that's fine
...having permission issues with the post...testing
Here's the pathing errors...
*** Phase 3: Mission Lighting
Lighting mission....
= terrain lit in 0.680 seconds
Scene lit in 0.750 seconds
Successfully saved mission lighting file: 'starter.fps/data/missions/rpgville1_564d038c.ml'
Mission lighting done
Mapping string: MissionStartPhase3Ack to index: 2
Mapping string: MissionStart to index: 11
Mapping string: SyncClock to index: 12
Could not locate texture: starter.fps/data/enviroment/shine
Could not locate texture: starter.fps/data/enviroment/mist2
Could not locate texture: starter.fps/data/enviroment/shine
Could not locate texture: starter.fps/data/enviroment/mist2
*** Initial Control Object
Activating DirectInput...
keyboard0 input device acquired.
Could not locate texture: starter.fps/data/enviroment/shine
Could not locate texture: starter.fps/data/enviroment/mist2
Could not locate texture: starter.fps/data/enviroment/shine
Could not locate texture: starter.fps/data/enviroment/mist2
Could not locate texture: starter.fps/data/enviroment/rain
Could not locate texture: starter.fps/data/enviroment/water_splash
Could not locate texture: starter.fps/data/enviroment/rain
Could not locate texture: starter.fps/data/enviroment/water_splash
*** ENDING MISSION
#5
Edit: NM, just saw your update.
08/23/2005 (9:51 am)
Do you have the path "starter.fps/data/environment/" ? And are the textures there?Edit: NM, just saw your update.
#6
08/23/2005 (9:52 am)
LOL, bad spelling....! missing "N" in environment.cs script...man, one stinkin' letter.
#7
can't believe I missed that misspelling...oh, and still no sound??
Anyone needing a proof reader, I'm willing to look over spelling and grammar mistrokes....I'm usually quite observant. I've noticed a misspelling in Sam B.'s hover description in TorqueDEV, during Brandon's VTM on objects...;).
...and I found it[helps to be an old speed read at over 500 wpm, ;)], at approximately 1:31/36:29; the hover description for void dbgSetParameters: the last word 'options' has the N/S transposed...it's hard to catch. Flies by in the VTM very quickly, ;).....SSsaaaammmm!
08/23/2005 (9:56 am)
Thanks ALL! "...ah, out in the 'Cold Rain and Snow'...! sandstorm still hangs my box though....??can't believe I missed that misspelling...oh, and still no sound??
Anyone needing a proof reader, I'm willing to look over spelling and grammar mistrokes....I'm usually quite observant. I've noticed a misspelling in Sam B.'s hover description in TorqueDEV, during Brandon's VTM on objects...;).
...and I found it[helps to be an old speed read at over 500 wpm, ;)], at approximately 1:31/36:29; the hover description for void dbgSetParameters: the last word 'options' has the N/S transposed...it's hard to catch. Flies by in the VTM very quickly, ;).....SSsaaaammmm!
#8
EDIT: In fact glad I'm not the only one to make typos like that
08/23/2005 (10:11 am)
Lol don't feel bad, your probably 10x better a proof reader than me and I'm in Torque Script (and code) at least a couple hours every day.EDIT: In fact glad I'm not the only one to make typos like that
#9
08/23/2005 (10:30 am)
@Rex Lol! That's exactly what happened to me. I also did that. I'm glad you got it workin. :)
#10
...and I still do not hear any of the provided .ogg's playing and the rpgville2.mis hangs my machine; I'm not too worried about "lush" MusicTrack[I haven't investigated Sound/Music much, yet]. The log ceases as it's trying to find perhaps more textures objects for the SandStorm effects???.
Hate to ask for so much help with something so 'simple', when I purchase product and I encounter a few 'quirks' of of box, I will always ask questions.
08/24/2005 (7:18 am)
Also to Note about the Pack and content: There is a missing Interior Instance in "rpgville1.mis", a structure with the path "~/data/interiors/church.dif"....and I still do not hear any of the provided .ogg's playing and the rpgville2.mis hangs my machine; I'm not too worried about "lush" MusicTrack[I haven't investigated Sound/Music much, yet]. The log ceases as it's trying to find perhaps more textures objects for the SandStorm effects???.
Hate to ask for so much help with something so 'simple', when I purchase product and I encounter a few 'quirks' of of box, I will always ask questions.
#11
Any help, please?
08/26/2005 (7:44 am)
I still can't find where the engine freezes up on the second mission, "Rust Town". Everything seems to go fine untill after*** Initial Control Object Activating DirectInput..., then the whole Process freezes up. Very strange, since both the other missions, Green Town and Snow Town load and run fine.
Any help, please?
#12
08/26/2005 (4:16 pm)
Tried running in debug mode?
#13
08/26/2005 (4:38 pm)
I found that some inconsistent spelling in the pack tripped me up in certain places. Sometimes environment is spelled "enviroment". I cant remember the exact places this happens but you might want to take a look out for that.
#14
@John, I did get that part sorted, the environment script, has the misspelling and I found it easier to change the directory name and not every reference..
I'm going to try and comment out objects in the mission script, one by one[starting with the storm effect, ;)] until I find out what borked the process for a single mission?? Most likely the Sandstorm percipitation scripting....I'm kinda confused about it, since there's snow and sandstorm that aren't scripted like the rain/lightning are[at all!]...but the snow effects work, in it's demo mission, but the sandstorm doesn't and freezes the engine/my OS up cold.
Thanks, I'll keep pluggin' away...
amazing what methodical procedures produce, :). Just commented out the Percipitation scripting in rpgville2.mis and the mission loads again fine[sans sandstorm, yuk, yuk]...hmmm....the paths in the those blocks look all good, must be in the included scripting....
08/26/2005 (6:41 pm)
@Ben, can't; unless a precompiled version accompany's the SDK,;)...artist here, ahem, without tools to compile, but I understanding scripting enough to get my rudimentary AI going and some objects functioning/usable...@John, I did get that part sorted, the environment script, has the misspelling and I found it easier to change the directory name and not every reference..
I'm going to try and comment out objects in the mission script, one by one[starting with the storm effect, ;)] until I find out what borked the process for a single mission?? Most likely the Sandstorm percipitation scripting....I'm kinda confused about it, since there's snow and sandstorm that aren't scripted like the rain/lightning are[at all!]...but the snow effects work, in it's demo mission, but the sandstorm doesn't and freezes the engine/my OS up cold.
Thanks, I'll keep pluggin' away...
amazing what methodical procedures produce, :). Just commented out the Percipitation scripting in rpgville2.mis and the mission loads again fine[sans sandstorm, yuk, yuk]...hmmm....the paths in the those blocks look all good, must be in the included scripting....
#15
Sorry to drag this one up from the past - I've just bought the environment pack and am also getting no sound. Did you have any joy with this Rex?
Thanks...
02/05/2006 (11:03 am)
Hi there,Sorry to drag this one up from the past - I've just bought the environment pack and am also getting no sound. Did you have any joy with this Rex?
Thanks...
#16
I haven't looked at the mission files to see if they ALL are intended to have sound. I still don't understand what is wrong with the duststorm code; since I'm an artist, I simply loaded up the resources included with the Pack. The instructions were not good at all on where to place items, and I think some textures were doubled up and I wasn't sure where to correctly place it all.
It was a little disappointing to not get ALL the default mission to work...I was looking for some missions correctly setup for me to use as templates, since I didn't change the demo Source code at all. Definitely hard when it didn't work out of box...eh, code, what ya expect?? Kinda like those drug commercials; works 97%, but has these few 'side-effects'...;).
AHA: I have searched and searched and still cannot find out why in the rpgville1.mis, I can hear sound playing, I believe it to be an .ogg file of the name "amb.ogg" or "amb2.ogg". I can't find anywhere in the rpgville1.mis file or in the enviroment.cs file ANY code/scripting that causes this file to be played?????? Or why it doesn't seem to be playing in either of the other default Enviroment Pack missions???
Also, some more TGE ??'s, why if textures are missing from pathed locations and a warning message is generated, why doesn't this happen with sound files?? I moved the amb.ogg out of it's target path and the sounds ceased playing in rpgville.mis all together, but I get no warning about them missing?!!!!!
02/06/2006 (9:27 am)
Let's see....I get sound in the Green mission. I hear birds, thunder, and perhaps a CD track playing. I hear nothing in the Snow mission, and I still get a crash with the Rust mission's duststorm data, but after commenting it out of the mission, the mission loads. In the Rust mission, I hear no sound at all.I haven't looked at the mission files to see if they ALL are intended to have sound. I still don't understand what is wrong with the duststorm code; since I'm an artist, I simply loaded up the resources included with the Pack. The instructions were not good at all on where to place items, and I think some textures were doubled up and I wasn't sure where to correctly place it all.
It was a little disappointing to not get ALL the default mission to work...I was looking for some missions correctly setup for me to use as templates, since I didn't change the demo Source code at all. Definitely hard when it didn't work out of box...eh, code, what ya expect?? Kinda like those drug commercials; works 97%, but has these few 'side-effects'...;).
AHA: I have searched and searched and still cannot find out why in the rpgville1.mis, I can hear sound playing, I believe it to be an .ogg file of the name "amb.ogg" or "amb2.ogg". I can't find anywhere in the rpgville1.mis file or in the enviroment.cs file ANY code/scripting that causes this file to be played?????? Or why it doesn't seem to be playing in either of the other default Enviroment Pack missions???
Also, some more TGE ??'s, why if textures are missing from pathed locations and a warning message is generated, why doesn't this happen with sound files?? I moved the amb.ogg out of it's target path and the sounds ceased playing in rpgville.mis all together, but I get no warning about them missing?!!!!!
#17
I actually did manage to get it working late on sunday night - I now have the 3 scenes from env pack 1 working (with sound!) and have bought env pack 2.
I changed two things so I'm not sure which one did the job - I have referenced the .wav files instead of the .ogg files, and also moved everything from tutorial.base to starter.fps. I can only assume (being new to all this) that there is a bit of code that doesn't run in tutorial.base that runs the sound but does run in starter.fps... But I may be wrong!
02/06/2006 (1:01 pm)
Hi Rex - thanks for the reply. I actually did manage to get it working late on sunday night - I now have the 3 scenes from env pack 1 working (with sound!) and have bought env pack 2.
I changed two things so I'm not sure which one did the job - I have referenced the .wav files instead of the .ogg files, and also moved everything from tutorial.base to starter.fps. I can only assume (being new to all this) that there is a bit of code that doesn't run in tutorial.base that runs the sound but does run in starter.fps... But I may be wrong!
#18
I still can't figure out how/what is causing the sounds[you are hearing amb.ogg? right/bird&thunder&music, aren't you?]. It mystifies me, what is causing this and how to control it....sure it's somewhere; it has to be somewhere...
Found it & much more, my word, no wonder my sandstorm didn't work. I thought it was background music in the mission, but no; it's the HeavyRainSound...hmm. I searched for that file in the whole project, oh well, I'm satisfied I understand where it's coming from now...
Thanks! For bringing me back to this and finding a way to assemble it...;).
02/07/2006 (7:40 am)
All depends on what -mod you happen to be running...indeed. I have .ogg support and they seem fine, all my Sounds assets from the default are .ogg.I still can't figure out how/what is causing the sounds[you are hearing amb.ogg? right/bird&thunder&music, aren't you?]. It mystifies me, what is causing this and how to control it....sure it's somewhere; it has to be somewhere...
Found it & much more, my word, no wonder my sandstorm didn't work. I thought it was background music in the mission, but no; it's the HeavyRainSound...hmm. I searched for that file in the whole project, oh well, I'm satisfied I understand where it's coming from now...
Thanks! For bringing me back to this and finding a way to assemble it...;).
#19
02/07/2006 (7:42 am)
I changed it to use the .wav, rather than the .ogg - I'll switch it back to the .ogg later on and see if it works...
#20
Obsticles I encountered getting there 'out of box':
1. The folder name of the assets is missing the -n- in environment, as it's spelled in the script name with all the code needed. That was my first and detailed above, my bad by spelling the folder 'incorrectly'. I eventually edited all to be correct; frankly don't need two spelling for the same object around, :).
2. On why I couldn't get the rpgville2.mis to finish loading: The sound asset I used[and there were 2 such in the Pack], the "dust.ogg" file in the Sound[not Sounds, plural] folder of the Environment Pack I seems to be perhaps corrupt. The file dated 8/26/2004; when I switched to the file dated 7/25/2004, the mission finally finished loading and I entered to hear the sounds and see both types of Percipitation! I accomplished this by commenting out the soundProfile and the datablock of[by luck] the first choice, and running the mission. Everything went fine, then I switched to a known good file and tried again with the profile and it all worked. Then a final overwrite of the 8/6 file and all is good now with the Pack I and it all looks great!
02/07/2006 (11:52 am)
I finally discovered the route to success.Obsticles I encountered getting there 'out of box':
1. The folder name of the assets is missing the -n- in environment, as it's spelled in the script name with all the code needed. That was my first and detailed above, my bad by spelling the folder 'incorrectly'. I eventually edited all to be correct; frankly don't need two spelling for the same object around, :).
2. On why I couldn't get the rpgville2.mis to finish loading: The sound asset I used[and there were 2 such in the Pack], the "dust.ogg" file in the Sound[not Sounds, plural] folder of the Environment Pack I seems to be perhaps corrupt. The file dated 8/26/2004; when I switched to the file dated 7/25/2004, the mission finally finished loading and I entered to hear the sounds and see both types of Percipitation! I accomplished this by commenting out the soundProfile and the datablock of[by luck] the first choice, and running the mission. Everything went fine, then I switched to a known good file and tried again with the profile and it all worked. Then a final overwrite of the 8/6 file and all is good now with the Pack I and it all looks great!

Torque 3D Owner Matthew Langley
Torque