TSE/Setup
From TDN
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[edit] OverviewSetting up TGEA is a simple process. When you license TGEA, you get access to full engine source code. This gives you the power to make changes to the engine's functionality, should you choose to. Studying the source-code is also a great way to learn about advanced game engine programming. Before you download the source-code though, you'll need to prepare your system to work with TGEA. Make SURE you do the following:
Download the Latest Videocard Drivers
[edit] Download DirectX SDKGo to the Microsoft website and download the latest DirectX 9 SDK. WARNING: If using Visual C++ 6.0, the last confirmed DirectX update that will work with TSE is the October 2004 Update (Google: "DirectX SDK October" ). The October DirectX SDK Extras package must also be downloaded in addition or TGEA will not compile! Microsoft has dropped support for VC 6.0. Milestone 2 is the last TGEA release that will support VC 6.0. [edit] Run Debug LibsIf you are using the Visual C++ development environment, install the debug version of the SDK. If it does not ask you which to run, you can set it up later in the Windows control panel.
Go to the Direct3D tab in the DirectX Properties dialog. Set your Debug Output Level to the 3rd, 4th or 5th notch. Set the Debug/Retail D3D Runtime (upper right corner) to "Use Debug Version of Direct3D".
As you can see from the dialog, you can switch it back to use the Retail D3D libraries very easily just by changing the selection. [edit] Download the Latest Drivers for Your Graphics CardIt is very important that you make sure your graphics drivers are up to date. If you haven't updated in at least a month, do so now. Videocard manufacturers are constantly improving their drivers, and fixing problems. Updating will save you tons of time if you are coding shaders and trying to track down a bug that turns out to be a driver problem. [edit] Getting and Using the TGEA Source-code[edit] Downloading the TGEA Source-Code From your account pageOnce you've updated your DirectX SDK and video drivers, you are ready to begin working with the engine. Since you get access to the full engine source-code, the first step is to download the source. Downloading the TGEA source-code is pretty simple. Access your account page and select the download option for TGEA. Please note: if you have any questions about materials covered in this guide, please check this before posting on the forums: |
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[edit] Compiling the TGEA SDK source-codeAfter you have the source-code downloaded, you'll need to get it compiled. Compiling TGEA works just like compiling the Torque Game Engine. You can read below for instructions on compiling with Visual C++ .NET 2003 (7.1) or Visual C++ 6.0. [edit] Compiling with Visual C++ .NET 2003 (7.1)If you are using Visual C++ .NET 2003 (7.1), you can follow the step-by-step instructions in the guide to compiling the Torque Game Engine with VC++ 7.1, with two changes:
In the dialog which pops up, click the Projects folder from the left pane, and choose the VC++ Directories sub-item. Now, in the "Show directories for:" drop-down box, select the Include files directory. Ensure that the path to your Direct X SDK's include folder is first on the list (the directory is C:\DXSDK\Include by default, however if you installed the Direct X SDK to a different directory it will simply be <your_install_path>\Include). If this path is not on the list at all, add it at the top. If it is on the list, but not at the top, move it using the up/down arrow buttons on the dialog.
[edit] Compiling with Visual C++ 6.0WARNING: If using Visual C++ 6.0, the last confirmed DirectX update that will work with TGEA is the October 2004 Update (Google: "DirectX SDK October" ). The October DirectX SDK Extras package must also be downloaded in addition or TGEA will not compile! Microsoft has dropped support for VC 6.0. Milestone 2 is the last TGEA release that will support VC 6.0.
Next, you must make sure that the project properly references the DirectX SDK you installed on your hard-drive. To do so, follow the instructions below:
In the dialog which pops up, click the Directories tab. Now, in the "Show directories for:" drop-down box, select the Include files directory. Ensure that the path to your Direct X SDK's include folder is first on the list (the directory is C:\DXSDK\Include by default, however if you installed the Direct X SDK to a different directory it will simply be <your_install_path>\Include). If this path is not on the list at all, add it at the top. If it is on the list, but not at the top, move it using the up/down arrow buttons on the dialog.
Except for these two concerns, you can follow the instructions in the basic compiling guide for Torque Game Engine directly. [edit] SummaryAt present, for the Early Adopter release, GarageGames only officially supports compiling with Visual Studio 6.0 or 7.1. Of course, it is well within reason to compile the TGEA SDK with other compilers, but doing so may require more time and work than compiling with VS6 or 7.1. At this point, you are ready to start working with the engine. Continue with this guide to learn how to work with the TGEA.
If you have any questions about materials covered in this chapter, please check the TGEA Developer's FAQ. Most likely, you will find answers to your questions there.
[edit] Note about using Visual Studio 8 (2005) Express Edition - as at 1/5/06
To compile TGEA using MS Visual Studio 2005 Express you will need to install the Windows platform SDK - follow the link from within Visual Studio's "Start Page" for "Install PSDK" -Update----------------------------------- For us noobs to programming :) To install the Platform SDK in -->Tools-->Options-->VC++ Directories. In the Dropdown "Show Directories for:" the "Executable Files" section needs both the listings: (preferably at the top in this order)
the "Include Files" dropdown selection needs:
the "Library Files" dropdown selection needs:
This shows that both the Direct X AND the platform SDK are installed and linked within the compiler. ______________________________________
-Update- I found these 2 files (below) alread listed---------------------------------------- Once loaded, you will need to change the setting for the "Torque Shader Engine" project (Right-hand click on it and select properties). Then navigate to Linker > Input > Additional Dependencies and add the following two libraries: oleaut32.lib ole32.lib Also I found I needed to manually add the directories where the ljpeg.lib files were being created before VS could find them (it should be something like: tse\lib\out.vc7.win32.release) Doing at least this, will hopefully provide you with a Windows binary. In addition it is worth manually editing each project in the "Configuration Manager" to be the "release" version when you select release configuration - otherwise it will always output a Debug version. See the following threads for more help: |
http://www.garagegames.com/mg/forums/result.thread.php?qt=38181
http://www.garagegames.com/mg/forums/result.thread.php?qt=36953
More Notes on Visual Studio 8 (2005) Express Edition - December 19th, 2006
Make sure to check out this link: http://msdn.microsoft.com/vstudio/express/visualc/usingpsdk/
It outlines some of the steps above, as well as one additional step (Step 4: Update the corewin_express.vsprops file) for getting some Win32 functions to work correctly. While a stock TGEA build is unaffected, 3rd party libraries that utilize certain Win32 commands may need this step. The weird linker errors I was getting from a 3rd party library were resolved after I performed this step.



