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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

.\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.
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#1
02/23/2008 (8:09 pm)
Hmmmm upon further investigation, the files ben released for this polysoup are outdated. designed for 1.5 of torque, not 1.5.2......
#2
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
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
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
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
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
02/23/2008 (9:44 pm)
www.garagegames.com/blogs/8863/11953 <---Patch --> Joti Carroll on july 31, 2007

that 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
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
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
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
03/16/2008 (10:56 am)
Duhh...I should have looked in that file. :-D
Thankyou. I have it working nicely, even without that one change. I'll make it to make sure everything is proper. Thanks.
#19
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.)
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