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TGE 1.5.x - Bonus Resource Bundle

by John Kabus (BobTheCBuilder) · 11/02/2006 (12:04 pm) · 31 comments

Download Code File

This is a bundle of TLK 1.4 resources that were ported to TGE 1.5, including; GUI Object View, Exposure Control, and the Global Blend Color feature (not included in the core TGE 1.5).


How to install it?

***BACK UP YOUR TORQUE BUILD FIRST!***

-Extract the resource files into the Torque Lighting System directory (engine/lightingSystem/), making sure to overwrite the originals (if you've made changes to these files you'll need to merge in the updates).

-Add the files guiObjectView.cc and sgGuiExposureControl.cc to the Torque project lightingSystem folder.

-Perform a clean build, and enjoy!


How to use it?

Each resource's usage instructions are located at the top of its *.cc source file (these are the instructions supplied with the original resources).


-John Kabus
Synapse Gaming
Bleeding Edge Indie
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#1
11/02/2006 (2:14 pm)
Seriously awesome stuff. Works great for me. Thanks (again) John!
#2
11/02/2006 (2:35 pm)
Thank you very much John. The extra effort is greatly appreciated.
#3
11/02/2006 (4:47 pm)
Thanks man ;)
#4
11/02/2006 (7:19 pm)
Sweet, thanks.
#5
11/03/2006 (3:30 pm)
getting a compile error for guiObjectView:

7>..\..\TGE\engine\lightingSystem\guiObjectView.cc(333) : error C2661: 'LightManager::sgSetupLights' : no overloaded function takes 2 arguments

which is reffering to this line in guiObjectView.cc:

333 sgLightManager.sgSetupLights(&obj, true);

any ideas on this?
#6
11/04/2006 (12:05 am)
It sounds like you're still using the old sgLightManager.cc and sgLightManager.h - make sure to replace these.
#7
11/06/2006 (5:42 pm)
Is there a way to apply custom skin modifiers to certain parts of the model (I am dealing with a multi-texture model) instead of the skin parameter of the loadObject function call just applying the skin to the incorrect part of the model?
Ideally I would like to be able to define the object in the gui view so that I can make %obj.setSkinName(); calls to it.

Anyone have a clue on how to do this?
#8
11/07/2006 (10:51 am)
^^ No, Technically the object in the GUIobject view is just a referenced file, if you query the control, it will return nothing, because the shape inside has no class as far as TGE is concerned, so the normal rules do not apply.

You must remount, the object with the new skin parameter. I'm using globals and arrays to keep track of the choices and then a function that remounts with the new VARs.

But i am heavley considering creating a Client side canvas for displaying modification's to models, this make them correct objects of a class, and the rule again apply.
#9
11/07/2006 (1:09 pm)
If we could make the model referenced a TSShapeInstance based on the name specified in the loadObject function call then we should be able to make the %obj.setSkinName() function calls to the object loaded. This is a concern for me because my player models have 3 skins (eyes,skin,and head) and the fields only allow for 1 skin to be passed.

http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7154
Multiple skins per object
#10
11/07/2006 (1:20 pm)
Thanks John
#11
11/29/2006 (7:52 am)
Thank you John!
#12
04/27/2007 (2:10 pm)
A buddy of mine needed this resource updated to TGE 1.5.1 - I updated the resource and uploaded a new zip that supports both TGE 1.5. and 1.5.1.

Let me know how it works for you guys!
#13
05/08/2007 (6:53 am)
I added this to the latest 1.5 version and get 3 errors:
I deleted the files from the msvc engine directory and replaced them with the ones in the archive then ran MSVC to be sure it had the proper files.

guiObjectView.obj : error LNK2001: unresolved external symbol "public: static class ColorF LightManager::sgGlobalBlendColor" (?sgGlobalBlendColor@LightManager@@2VColorF@@A)
guiObjectView.obj : error LNK2001: unresolved external symbol "private: void __thiscall LightManager::sgInternalResetLights(void)" (?sgInternalResetLights@LightManager@@AAEXXZ)
guiObjectView.obj : error LNK2001: unresolved external symbol "public: void __thiscall LightManager::sgSetupLights(class SceneObject *,bool)" (?sgSetupLights@LightManager@@QAEXPAVSceneObject@@_N@Z)
../example/HK05.exe : fatal error LNK1120: 3 unresolved externals
#14
05/08/2007 (8:21 am)
Try a clean rebuild - it looks like the object files are out of whack.

Also make sure you replaced your stLightManager.cc with the one provided (or fully merged over the changes).
#15
05/08/2007 (8:50 am)
I deleted the files from the msvc engine directory and replaced them with the ones in the archive then ran MSVC to be sure it had the proper files.

virgin verson of 1.5 rebuild all = 27 errors with those additions

The data is in the sgLightManager I even added #include to get to it but it still complains
#16
05/11/2007 (6:44 am)
I went in to see if I could winmerge the changes and noticed the files might be modified version of pre 1.5. this being the case there are no trailing f on assumed float values in alot of places. No trailing f causes the compiler to assume double precision data yes ? DOUBLE causes some speed hits yes?
The exposure control works fine but still can't get the objectview to work.
#17
05/11/2007 (3:13 pm)
I just tested it out with a clean 1.5.1 install:

-install 1.5.1
-open the resource archive
-copy the files form the archive's 1.5.1 directory into engine/lightingSystem
-add the files guiObjectView.cc and sgGuiExposureControl.cc to the Torque project lightingSystem folder
-build all

If you're using 1.5 make sure to copy the files from the archive's 1.5 directory.
#18
05/13/2007 (7:25 am)
untouched 1.5.1
copy files to engine/lightingsystem
added objectView cc and h file
rebuild all

C:\Torque\TGE_1_5_1\engine\lightingSystem\sgSceneLightingInterior.cc(29) : error C2065: 'elapsedTime' : undeclared identifier
C:\Torque\TGE_1_5_1\engine\lightingSystem\sgSceneLightingInterior.cc(29) : error C2146: syntax error : missing ';' before identifier 'time'
C:\Torque\TGE_1_5_1\engine\lightingSystem\sgSceneLightingInterior.cc(29) : error C2065: 'time' : undeclared identifier
C:\Torque\TGE_1_5_1\engine\lightingSystem\sgSceneLightingInterior.cc(102) : error C2146: syntax error : missing ';' before identifier 'time'
sgSceneLightingTerrain.cc
sgScenePersist.cc
volLight.cc
constructorSimpleMesh.cc
guiObjectView.cc
Error executing cl.exe.

HK06.exe - 27 error(s), 2 warning(s)

Dont know what could be the problem
#19
05/13/2007 (8:05 am)
It looks like you replaced the lighting system files with those in the resource's TGE 1.5 folder not the TGE 1.5.1 folder.
#20
05/14/2007 (6:07 am)
I used the 11518.tge1.5bonusresourcebundle.zip file if this is not the right one could you link me the proper one. I did a search and this seems to be the latest.
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