Polysoup integration help into 1.5
by Cinder Games · in Torque Game Engine · 02/23/2008 (7:50 pm) · 39 replies
So i got the polysoup source files from TDN, there's a "1.5" folder. So i took those files, copied them over the existing ones, tried to build the exe. bam! 27 errors
most of them are repetitions. Anyhow.
Has anyone got polysoup working in 1.5? Obviously there's more i gotta do to get this working then just copy over the files.
.\engine\ts\tsSortedMesh.cc(57) : error C2065: 'tDiffuse' : undeclared identifier 7>..\engine\ts\tsSortedMesh.cc(57) : error C3861: 'getUVs': identifier not found 7>..\engine\ts\tsSortedMesh.cc(66) : error C2039: 'lightMapMethod' : is not a member of 'TSShapeInstance::RenderData' 7> ../engine\ts/tsShapeInstance.h(492) : see declaration of 'TSShapeInstance::RenderData' 7>..\engine\ts\tsSortedMesh.cc(66) : error C2039: 'LIGHT_MAP_MULTI' : is not a member of 'TSShapeInstance' 7> ../engine\ts/tsShapeInstance.h(75) : see declaration of 'TSShapeInstance' 7>..\engine\ts\tsSortedMesh.cc(66) : error C2065: 'LIGHT_MAP_MULTI' : undeclared identifier 7>..\engine\ts\tsSortedMesh.cc(69) : error C2065: 'tLightmap' : undeclared identifier 7>..\engine\ts\tsSortedMesh.cc(69) : error C3861: 'getUVs': identifier not found 7>..\engine\ts\tsSortedMesh.cc(70) : error C2039: 'lightMapTE' : is not a member of 'TSShapeInstance::RenderData' 7> ../engine\ts/tsShapeInstance.h(492) : see declaration of 'TSShapeInstance::RenderData'
most of them are repetitions. Anyhow.
Has anyone got polysoup working in 1.5? Obviously there's more i gotta do to get this working then just copy over the files.
#2
I'll try to find the links.
tdn.garagegames.com/wiki/Torque_Shader_Engine/PolySoupAddon media:polysoup.rar
www.garagegames.com/blogs/8863/11953
Patch --> Joti Carroll on july 31, 2007
I can't find the thread that had a file to download for 1.5.2 but I do have the file's still.
I don't know the aurthor to give them credit. I need a place to upload them.
02/23/2008 (8:48 pm)
I actually did this.. it works. I think there is a thread for the code for 1.5 and the there is a small patch you need to do.I'll try to find the links.
tdn.garagegames.com/wiki/Torque_Shader_Engine/PolySoupAddon media:polysoup.rar
www.garagegames.com/blogs/8863/11953
Patch --> Joti Carroll on july 31, 2007
I can't find the thread that had a file to download for 1.5.2 but I do have the file's still.
I don't know the aurthor to give them credit. I need a place to upload them.
#3
If you could mail me the 1.5.2 files ? ramensama at yahoo dot com ?
I eventually did a long about way of merging, and got it to compile..... but i still don't think i did so right.
02/23/2008 (9:09 pm)
The polysoup.rar file i already have. that's where the "1.5" files i found are.If you could mail me the 1.5.2 files ? ramensama at yahoo dot com ?
I eventually did a long about way of merging, and got it to compile..... but i still don't think i did so right.
#4
02/23/2008 (9:12 pm)
It's in the mail...... Mail sent.
#5
"Go to the world creator (hit F11, then F4, IIRC). Select a DTS file, and click it to create a new TSStatic. Go to the TSStatic in the inspector and check the polysoup checkbox. You are now colliding against the actual rendered meshes!
"
So i couldn't tell if they worked.
I'm building again using the files you provided
02/23/2008 (9:15 pm)
Alright, so with what i compiled before you i got your files, i didn't see a polysoup flag as it mentions on TDN"Go to the world creator (hit F11, then F4, IIRC). Select a DTS file, and click it to create a new TSStatic. Go to the TSStatic in the inspector and check the polysoup checkbox. You are now colliding against the actual rendered meshes!
"
So i couldn't tell if they worked.
I'm building again using the files you provided
#6
02/23/2008 (9:19 pm)
Ok, this build has the Polysoup checkbox, unfortunately, torque crashes when i check it.
#7
02/23/2008 (9:19 pm)
First you got to compile the opcode first, then it will create a directory called media in your root drive. that is were the opcode.dll file will be. copy the .dll to your example folder, then you rebuild the engine after patching it.
#8
02/23/2008 (9:21 pm)
If there are any collision meshes on the object, it will crash the engine.
#9
02/23/2008 (9:21 pm)
Oh, ok. thanks for the info on that.. i'll make one without a collision mesh.
#10
Sent it into torque, checked the checkbox.
Now, maybe it's me.. but this collision detection is quite horrible :( player not only sometimes falls thru, but gets hung up on it.
02/23/2008 (9:29 pm)
Alright, made a new object without a collision mesh.Sent it into torque, checked the checkbox.
Now, maybe it's me.. but this collision detection is quite horrible :( player not only sometimes falls thru, but gets hung up on it.
#11
02/23/2008 (9:31 pm)
Did you use the patch? Also i was experimenting with by flipping the vertices.
#12
I copied over the files that was in the zip.
build the .dll and the lib files, told torque where they were, and all that good stuff.
02/23/2008 (9:39 pm)
.... patch? what patch?I copied over the files that was in the zip.
build the .dll and the lib files, told torque where they were, and all that good stuff.
#13
that little patch helped a lot
quoted
the fix for your problem is a step back in TSShapeInstance::prepCollision
And to fix player collision make this change in TSStaticPolysoupConvex::getPolyList
02/23/2008 (9:44 pm)
www.garagegames.com/blogs/8863/11953 <---Patch --> Joti Carroll on july 31, 2007that little patch helped a lot
quoted
the fix for your problem is a step back in TSShapeInstance::prepCollision
for(S32 i=0; i<hShape->meshes.size(); i++) if(hShape->meshes[i])hShape->meshes[i]->prepOpcodeCollision();
And to fix player collision make this change in TSStaticPolysoupConvex::getPolyList
S32 base = list->addPoint(verts[0]);
list->addPoint(verts[2]);
list->addPoint(verts[1]);
list->addPoint(verts[3]);
#14
How do you flip them?
02/23/2008 (9:45 pm)
I think flipping the vertecies would do the trick. i made the shape larger, so the player can fit in... he walks right into it, and stay :)How do you flip them?
#15
It seems to be working now using that fixes from that page.
This is something that should be put into a resource for other people without a clue.
02/23/2008 (9:52 pm)
Heck ya!It seems to be working now using that fixes from that page.
This is something that should be put into a resource for other people without a clue.
#16
03/16/2008 (10:08 am)
the fix for your problem is a step back in TSShapeInstance::prepCollision for(S32 i=0; i<hShape->meshes.size(); i++)if(hShape->meshes[i])hShape->meshes[i]->prepOpcodeCollision();Would you please state which file this is found in? I can't find it in tsStatic.cc
#17
The file you want is ts/tsShapeInstance.cc
03/16/2008 (10:48 am)
Hey Mike, I've just been muscling my way through this over the past few hours, by some weird coincidence.The file you want is ts/tsShapeInstance.cc
#18
Thankyou. I have it working nicely, even without that one change. I'll make it to make sure everything is proper. Thanks.
03/16/2008 (10:56 am)
Duhh...I should have looked in that file. :-DThankyou. I have it working nicely, even without that one change. I'll make it to make sure everything is proper. Thanks.
#19
As a follow up, so far it seems to be both very accurate (as in even very little edges being walkable) and possibly a little touchy (as in a nice big surface that's just slightly peaked and uneven being jittery and unwalkable). That's the sort of tuning issues I'm still searching for.
03/16/2008 (11:09 am)
No worries, I just had to chime in because this thread came up in my search to make sure I had it right (finally) and I realized I actually had an answer to something! (Which is a real shock for me =P)As a follow up, so far it seems to be both very accurate (as in even very little edges being walkable) and possibly a little touchy (as in a nice big surface that's just slightly peaked and uneven being jittery and unwalkable). That's the sort of tuning issues I'm still searching for.
#20
03/16/2008 (11:20 am)
Thanks again. As for your problem, I haven't experienced it. (not using small edges or uneven surfaces tho.)
Torque Owner Cinder Games