[help] noob trying to run plsm demo.

publicENEMY

09-10-2006 16:39:21

hi.
im a noob in ogre. im trying to run plsm2 demo downloaded from tuan website. after installing and following the wiki guide, i still got this error.

what gives.

-----------------------------------
Details:
-----------------------------------
Error #: 9
Function: ZipArchive::checkZzipError
Description: ../../Media/packs/OgreCore.zip - error whilst opening archive: Unable to read zip file..
File: ..\src\OgreZip.cpp
Line: 256
Stack unwinding: <<beginning of stack>>

by the way, i extracted OgreSDK_PLSM2_binary_demo.zip into c:\plsm folder. then i extracted datasrcs.zip into c:\PLSM/Samples/media/paginglandscape2.

please help. i have no more hair left to pull.(just like the other guy)

kungfoomasta

09-10-2006 17:28:07

THe program can't find OgreCore.zip. The demo is setup to be run from ogrenew/samples/common/bin/debug.

1) Get Dagon CVS on your machine, or download OGRE source and extract to ogrenew directory, for example, c:/ogrenew.

2) Get PLSM CVS on your machine, I use tortoise, to get the ogreaddons module. PLSM will be inside ogreaddons/PagingLandScape or something similar.

3) Build Ogre

4) Build PLSM

5) Extract datasrcs into ogrenew/samples/media.

6) Run PagingLandScape Demo from ogrenew/samples/common/bin/debug (or release, whatever your configuration is)

It's hard to get started because as far as I know, the demo isn't independent, and requires a certain file structure to run.

KungFooMasta

publicENEMY

09-10-2006 18:02:26

*sigh*

thanks kungfumasta. but unfortunately, my university block cvs. so, cvs is definitely out of questions. maybe it is possible to run the demo by using latest ogre sdk? if so

1. where do i extract OgreSDK_PLSM2_binary_demo.zip
2. where do i extract datasrcs.zip

anyway. ive downloaded ogre source and succesfully compiled it.

thanks for the quick reply.

kungfoomasta

09-10-2006 18:22:26

After thinking about it some more, you might be able to alter the resources_plsm.cfg file and have it map to the correct media locations for you.

I ran the demo by building it from cvs and executing it. It seems the binary downloadable demo has everything shoved into one directory...

Try extracting it anywhere, and modify both resource files to look like this:


# Resource locations to be added to the 'boostrap' path
# This also contains the minimum you need to use the Ogre example framework
[Bootstrap]
Zip=OgreCore.zip

# Resource locations to be added to the default path
[General]
FileSystem=.


Extract datasrc contents into this folder also. Run mapsplitter and then demo. It seems the demo could use some help :)

KungFooMasta

publicENEMY

09-10-2006 18:55:45

hi
ive successfully build plsm source with these settings

using plsm2_vc8_SDK.sln

extract source to C:\ogreaddons\paginglandscape (based on cvs structure)

extract datasrcs.zip to C:\OgreSDK

i got these errors


-----------------------------------
Details:
-----------------------------------
Error #: 8
Function: FileSystemArchive::changeDirectory
Description: Cannot open requested directory ../../../../../ogreaddons/paginglandscape/Samples/Media/paginglandscape2/gui.
File: e:\projects\ogrecvs\branches\dagon_vc8_clean\ogrenew\ogremain\src\ogrefilesystem.cpp
Line: 141
Stack unwinding: <<beginning of stack>>
01:38:41: An exception has been thrown!

-----------------------------------
Details:
-----------------------------------
Error #: 8
Function: FileSystemArchive::changeDirectory
Description: Cannot open requested directory ../../../paginglandscape/Samples/Media/paginglandscape2.
File: e:\projects\ogrecvs\branches\dagon_vc8_clean\ogrenew\ogremain\src\ogrefilesystem.cpp
Line: 141
Stack unwinding: <<beginning of stack>>
01:38:41: An exception has been thrown!

-----------------------------------
Details:
-----------------------------------
Error #: 8
Function: ResourceGroupManager::openResource
Description: Cannot locate resource Alpes.gen.cfg in resource group PLSM2 or any other group..
File: e:\projects\ogrecvs\branches\dagon_vc8_clean\ogrenew\ogremain\src\ogreresourcegroupmanager.cpp
Line: 598
Stack unwinding: <<beginning of stack>>


please help. thanks.

kungfoomasta

09-10-2006 19:47:14

These are all problems related to your resource paths. You will have to open up the resource*.cfg files in your favorite text editor (notepad) and edit the mappings so that they point to valid locations on your hard drive.

tuan kuranes

16-10-2006 12:48:37

using plsm2_vc8_SDK.sln
extract source to C:\ogreaddons\paginglandscape (based on cvs structure)
extract datasrcs.zip to C:\OgreSDK
i got these errors

extract plsm2 into C:\paginglandscape and it should work out of the box.

publicENEMY

16-10-2006 19:30:58

using plsm2_vc8_SDK.sln
extract source to C:\ogreaddons\paginglandscape (based on cvs structure)
extract datasrcs.zip to C:\OgreSDK
i got these errors

extract plsm2 into C:\paginglandscape and it should work out of the box.


i got these errors
-----------------------------------
Details:
-----------------------------------
Error #: 9
Function: ZipArchive::checkZzipError
Description: ../../Media/packs/OgreCore.zip - error whilst opening archive: Unable to read zip file..
File: ..\src\OgreZip.cpp
Line: 256
Stack unwinding: <<beginning of stack>>

publicENEMY

16-10-2006 19:35:53

These are all problems related to your resource paths. You will have to open up the resource*.cfg files in your favorite text editor (notepad) and edit the mappings so that they point to valid locations on your hard drive.

here are my resource.cfg
# Resource locations to be added to the 'boostrap' path
# This also contains the minimum you need to use the Ogre example framework
[Bootstrap]
Zip=../../Media/packs/OgreCore.zip

# Resource locations to be added to the default path
[General]
FileSystem=../../Media
FileSystem=../../Media/fonts
FileSystem=../../Media/materials/programs
FileSystem=../../Media/materials/scripts
FileSystem=../../Media/materials/textures
FileSystem=../../Media/models
FileSystem=../../Media/overlays
FileSystem=../../Media/particle
FileSystem=../../Media/gui
FileSystem=../../Media/DeferredShadingMedia
Zip=../../Media/packs/cubemap.zip
Zip=../../Media/packs/cubemapsJS.zip
Zip=../../Media/packs/dragon.zip
Zip=../../Media/packs/fresneldemo.zip
Zip=../../Media/packs/ogretestmap.zip
Zip=../../Media/packs/skybox.zip

and my resource plsm2.cfg
# Resource locations to be added to the 'boostrap' path
# This also contains the minimum you need to use the Ogre example framework
[Bootstrap]
Zip=../../Media/packs/OgreCore.zip

# Resource locations to be added to the default path
[General]
FileSystem=../../Media
FileSystem=../../Media/fonts
FileSystem=../../Media/materials/programs
FileSystem=../../Media/materials/scripts
FileSystem=../../Media/materials/textures
FileSystem=../../Media/models
FileSystem=../../Media/overlays
FileSystem=../../Media/particle
FileSystem=../../Media/gui
FileSystem=../../Media/DeferredShadingMedia
Zip=../../Media/packs/cubemap.zip
Zip=../../Media/packs/cubemapsJS.zip
Zip=../../Media/packs/dragon.zip
Zip=../../Media/packs/fresneldemo.zip
Zip=../../Media/packs/ogretestmap.zip
Zip=../../Media/packs/skybox.zip

thanks

kungfoomasta

16-10-2006 21:22:20

Where are your cfg's located on your disk? (full directory path)
Where are your .dll and .exe files?

These should all be in the same directory. Call this your working directory. If you go up 2 levels within your directory structure, you should see a folder called "Media". Can you verify this? When I ran the demo my working directory was "E:/ogrenew/samples/common/bin/debug", and the media folder was located at "E:/ogrenew/samples/common".

KungFooMasta

publicENEMY

17-10-2006 10:19:10

*sigh*

the cfgs are in C:\paginglandscape (extract from the source). wierd thing is ogrecore.zip is also in that directory(mind you, i extract include folder path).

Why dont just anyone try download the pakage and try it?
extract source to C:\paginglandscape (based on cvs structure)
extract datasrcs.zip to C:\OgreSDK or C:\paginglandscape (tried both. doesnt work)

or, better yet, send me a copy of your source folder(please state how to. im ogre super noob).

thanks a lot.

tuan kuranes

17-10-2006 10:46:47

extract datasrcs.zip to C:\OgreSDK or C:\paginglandscape (tried both. doesnt work)

extract datasrcs.zip content into
C:\paginglandscape\Samples\Media\paginglandscape2\datasrcs

publicENEMY

17-10-2006 15:04:27

include directory folder or not?

by the way, still got this error.
-----------------------------------
Details:
-----------------------------------
Error #: 9
Function: ZipArchive::checkZzipError
Description: ../../Media/packs/OgreCore.zip - error whilst opening archive: Unable to read zip file..
File: ..\src\OgreZip.cpp
Line: 256
Stack unwinding: <<beginning of stack>>


ill try create dir packs and move it there

imtrobin

29-10-2006 17:02:34

I'm extracting the binary demo, and facing the same problems as publicEnemy. It seems that the demo should be able to run when extracted (with the textures) to any folder, but that is not working.

Firstly, the resource.cfg points to Ogrezip in ./../Media/packs/OgreCore.zip where the folder has an OgreCore.zip. Fine I change that.

Then I modify the FileSystem so it only contains

[General]
FileSystem=.
FileSystem=./Samples/Media

Run MapSplitter. Still not working. Error is the folder for the media is hardcoded to addons and I don't see any place to change that config. So it seems it must be recompiled from the sources.


-----------------------------------
Details:
-----------------------------------
Error #: 8
Function: FileSystemArchive::changeDirectory
Description: Cannot open requested directory ../../../../../ogreaddons/paginglandscape/Samples/Media/paginglandscape2.
File: ..\src\OgreFileSystem.cpp
Line: 141
Stack unwinding: <<beginning of stack>>
00:57:52: An exception has been thrown!

tuan kuranes

30-10-2006 08:17:02

you can either follow standard path if using SDK or CVS, or add a PLSM2 resources group, with path to all folder inside PLSM2 media folder.

imtrobin

30-10-2006 08:55:34

Ok I got it to run. This is my cfg file.

Also, the DefaultMap is pointing to NewWorld2 which I cannot find it. I had to change it European_Alpes.


# Resource locations to be added to the 'boostrap' path
# This also contains the minimum you need to use the Ogre example framework
[Bootstrap]
Zip=OgreCore.zip

# Resource locations to be added to the default path
[General]
FileSystem=.
FileSystem=./fonts
FileSystem=./models
FileSystem=./overlays
FileSystem=./particle
FileSystem=./gui
FileSystem=./programs
FileSystem=./scripts
FileSystem=./textures

[PLSM2]
FileSystem:=./Samples/media/paginglandscape2/
FileSystem:=./Samples/media/paginglandscape2/terrains
FileSystem:=./Samples/media/paginglandscape2/materials\textures
FileSystem:=./Samples/media/paginglandscape2/models
FileSystem:=./Samples/media/paginglandscape2/overlays
FileSystem:=./Samples/media/paginglandscape2/materials
FileSystem:=./Samples/media/paginglandscape2/materials/scripts
FileSystem:=./Samples/media/paginglandscape2/materials/programs
FileSystem:=./Samples/media/paginglandscape2/datasrcs

SiWi

01-11-2006 09:25:00

I´ve got the same problem. Where did you place your PLSM folder and where
did you place the Ogresdk?
Please help me.

imtrobin

01-11-2006 12:25:59

I ran the prepacked binary.

winegums

01-11-2006 17:02:39

2) Get PLSM CVS on your machine, I use tortoise, to get the ogreaddons module. PLSM will be inside ogreaddons/PagingLandScape or something similar.



i'm very new to ogre aswell and am trying to get the pageing scene manager to work. the wiki guide hasn't been much help, so i came here. i think im about at this line. where should the ogreaddons folder be? ican't find it in my ogreSDK installation folder...should i have installed an addon download or something?

tuan kuranes

01-11-2006 17:17:47

if using plsm CVS with ogre SDK, paginglandscape has to be moved from ogreaddons folder to the parent folder of OGRE SDK.
And use plsm_SDK project files.

winegums

01-11-2006 17:47:05

whats CVS? i've seen that acronym half a dozen times but cant seem to find a definition of it.

tuan kuranes

01-11-2006 17:52:48

CVS is a source control system, and a way for you to get latest PLSM2 code. but if you use PLSM2 SDK, just installs it in the parent folder containing ogreSDK

winegums

01-11-2006 22:21:09

ok so I'm not too sure how to follow the instructions, so I'm gonna post my approach and hope that someone can tell me what I've done wrong.


1. Create a folder called PLSM.
2. Unzip the demo binaries into the folder.
3. Unzip the sample maps into the PLSM/Samples/media/paginglandscape2 directory.
4. Try to "Run MapSplitter.exe from PLSM/bin directory to generate data.", realise PLSM has no bin directory. cry a bit. run it from where it is. notice it doesn't work. come here for help.

SiWi

03-11-2006 10:34:25

I´ve got D:/OgreSDK. Where do I exactly have to place the PLSM folder?
Please help. I´ve tried D:/OgreSDK/PLSM and D:/PLSM.

kungfoomasta

04-11-2006 17:43:08

What does the Ogre.log say? That will help you determine where the folder needs to be, I haven't run the demo in a while so I can't help much more. Post the exception information and I can help more.

KungFooMasta

SiWi

05-11-2006 11:54:22

I didn´t find ogre.log. But here is the Error Description:
Error #: 8
Function: FileSystemArchive::changeDirectory
Description: Cannot open requested directory ../../../paginglandscape/Samples/Media/paginglandscape2/terrains/alpes.
File: ..\src\OgreFileSystem.cpp
Line: 141
Stack unwinding: <<beginning of stack>>
In which resource file can I set the right settigs?

tuan kuranes

05-11-2006 13:10:49

D:/PLSM should work if you're using Ogre binary SDK and PLSM2_SDK.sln.
otherwise create a plsm2_resource.cfg in the folder where binaries are and list plsm2 resource under a [PLSM2] resource group (don't forget to list Ogre default resource too.)

SiWi

08-11-2006 10:53:12

I use the binary and try in D:/PLSM. But the error I´ve written in my last post always occurs.
If understand this right, the map Alpes is missing. Where do I have to put the maps?

Druha

08-11-2006 11:43:43

To run the demo you should have diretory setup like this:

-plsm
-release
-demo.exe
-media
-paginglanscape2
-materials
-terrains
//place files you got from mapsplitter here (each map in subfolder)
-models
-overlays
-datasrcs
//here should be your maps you want to split

and resource.cfg like this:

//...other resources
[PLSM2]
FileSystem=../media/paginglanscape2
FileSystem=../media/paginglanscape2/models
FileSystem=../media/paginglanscape2/materials
FileSystem=../media/paginglanscape2/materials/scripts
FileSystem=../media/paginglanscape2/materials/programs
FileSystem=../media/paginglanscape2/materials/textures
FileSystem=../media/paginglanscape2/overlays
FileSystem=../media/paginglanscape2/datasrcs
FileSystem=../media/paginglanscape2/terrains
//...other resources

And before starting demo be sure you have your map splitted

winegums

06-12-2006 14:00:15

bumping this for a reason...i'm totally stumped on how to get this off the ground :(

I tried following kungfumasta's instructions, but i think he's made a mistake because they imply you need two seperate media folders.

Currently i have my ogre install in c:/OgreSDK
i have the paging landscape manager compiled in C:\ogreaddons\paginglandscape

can anyone advise the steps i should take from here? I've reinstalled the SDK and PLSM so many times now that im really fried :/

What i want is an indipendant folder from which i can run the demo, so i can easily understand what files are needed to run the landscape manager.

in saying that right now i'd settle for something that lets me run the PLSM demo in the ogresdk folder.

tuan kuranes

06-12-2006 14:27:34

Currently i have my ogre install in c:/OgreSDK
i have the paging landscape manager compiled in C:\ogreaddons\paginglandscape

should be C:\paginglandscape so that it work flawlessly using VC8 and plsm2_SDK.sln.

winegums

06-12-2006 15:19:43

i changed that, although the map splitter looks for

../../../../../ogreaddons/paginglandscape/Samples/Media/paginglandscape2.

so surley i have to have c:/ogreaddons/paginglandscape ?

tuan kuranes

06-12-2006 15:39:31

nope, that just the way it checks if it's SDK or CVS.

winegums

06-12-2006 20:58:04

ok i got the PLSM running, got up to the 'select your renderer' screen, and get it running. goes to a black screen then throws up the error:

Error #: 6
Function: ResourceManager::add
Description: Resource with the name Ogre/BasicVertexPrograms/AmbientOneTexture already exists..
File: e:\projects\ogrecvs\branches\dagon_vc8_clean\ogrenew\ogremain\src\ogreresourcemanager.cpp
Line: 89
Stack unwinding: <<beginning of stack>>
20:49:52: Error at line 13 of Examples.program: Could not create GPU program 'Ogre/BasicVertexPrograms/AmbientOneTexture', error reported was: An exception has been thrown!


this error repeats several times for different resources. i guess it must be a config file or something but to be honest im clueless.

EDIT ok after reading the forums a bit more i found this means i'm loading the same file twice, but the program seems to want to be fed the same files from different locations? is this a problem with the .cfg files and the hardcoded directories being different?

winegums

07-12-2006 04:19:16

ok got it to work!!!!

had to change the map.cfg files to not use newworld2 (Which for some reason seems to be a problem for quite a few people?)

now i have a whole new problem...is there any documentation on how to use the PLSM in my own projects? or do i just have to pick the example apart?

tuan kuranes

07-12-2006 17:33:16

Look on Wiki and study demo provided.

winegums

08-12-2006 16:44:50

Look on Wiki and study demo provided.

is there more on the wiki than i can see? it seems to have nothing in terms of actually explaining how things work. it does however have a 'to be filled in later' tutorial on the PLSM.

kungfoomasta

08-12-2006 17:54:47

Did you study the demo, as he also suggested?

Also, there is http://www.ogre3d.org/wiki/index.php/Creating_a_PLSM_Application

As far as knowing how things work, you will probably have to look through the source. The wiki outlines the basics, as well as the configuration properties in .gen and runtime cfg files.

winegums

09-12-2006 11:18:26


Also, there is http://www.ogre3d.org/wiki/index.php/Creating_a_PLSM_Application


have you actually looked at this link? Its a set of headings to be filled in later, no actual information on how to create the application.

kungfoomasta

10-12-2006 08:11:27

have you actually looked at this link?

...

Did you read this part?


//Here's how to select the plugin
SceneManager *SceneMgr = Root::getSingleton().getSceneManager( ST_EXTERIOR_REAL_FAR );
//Here's how to load the plugin configuration file
// you can use the name you want. (it must be the config file inside...)
SceneMgr ->setWorldGeometry( "paginglandscape2.cfg" );


Something tells me you either haven't even attempted to write this code, or you have never created a basic OGRE application. All you need to do is:

-Move PLSM2 dll into your project output dir.
-Add PLSM2 to list of plugins in plugin cfg file
-Copy and Paste the code in the wiki and you will have loaded a map

What exactly do you have a problem with, or do you just want more documentation before trying to use PLSM?

(Sorry to be so blunt, but you have to put in some effort...)

KungFooMasta

winegums

10-12-2006 18:54:30



//Here's how to select the plugin
SceneManager *SceneMgr = Root::getSingleton().getSceneManager( ST_EXTERIOR_REAL_FAR );
//Here's how to load the plugin configuration file
// you can use the name you want. (it must be the config file inside...)
SceneMgr ->setWorldGeometry( "paginglandscape2.cfg" );


Something tells me you either haven't even attempted to write this code, or you have never created a basic OGRE application. All you need to do is:

-Move PLSM2 dll into your project output dir.
-Add PLSM2 to list of plugins in plugin cfg file
-Copy and Paste the code in the wiki and you will have loaded a map

What exactly do you have a problem with, or do you just want more documentation before trying to use PLSM?

(Sorry to be so blunt, but you have to put in some effort...)

KungFooMasta


ok i tried that, got this error



error C2664: 'Ogre::Root::getSceneManager' : cannot convert parameter 1 from 'Ogre::SceneType' to 'const Ogre::String &'
Reason: cannot convert from 'Ogre::SceneType' to 'const Ogre::String'


on the first line of code in that bit you posted there. All i've done is copied
Plugin_PagingLandScapeSceneManager2_d.dll
to the debug folder of this project, and included it in the plugins list. im running this from the first ogre example.

kungfoomasta

10-12-2006 20:09:06

Ah, I believe the code is outdated :oops:

I looked in the OGRE API and found the definition for "getSceneManager":

API: http://www.ogre3d.org/docs/api/html/hierarchy.html

http://www.ogre3d.org/docs/api/html/classOgre_1_1Root.html#Ogre_1_1Roota19


Get an existing SceneManager instance that has already been created, identified by the instance name.


What we need to be doing is this calling "SceneManager * createSceneManager (const String &typeName, const String &instanceName=StringUtil::BLANK)":

http://www.ogre3d.org/docs/api/html/classOgre_1_1Root.html#Ogre_1_1Roota16

Hope that helps. :)

KungFooMasta

winegums

10-12-2006 22:01:00

ok so i replaced that call to

SceneManager *SceneMgr = Root::getSingleton().getSceneManager( ST_EXTERIOR_REAL_FAR );


with

SceneManager *SceneMgr = Root::getSingleton().createSceneManager( ST_EXTERIOR_REAL_FAR );

so far so good, it compiled and didn't kick up a fuss.

I put the media directory into my new project folder (put both the media folder from the Ogre SDK and the PLSM into one folder to make finding resources easier). I get to the 'choose your api' screen and get to runtime, then i get this error:


Error #: 7
Function: ResourceGroupManager::parseResourceGroupScripts
Description: Cannot find a group named PLSM2.
File: e:\projects\ogrecvs\branches\dagon_vc8_clean\ogrenew\ogremain\src\ogreresourcegroupmanager.cpp
Line: 108


from what i understand i think this means i have to make a group called PLSM2 (is it ever that simple? :P) so i tried adding this to the bottom of my resources.cfg file


[PLSM2]
FileSystem=../../media/paginglanscape2
FileSystem=../../media/paginglanscape2/models
FileSystem=../../media/paginglanscape2/materials
FileSystem=../../media/paginglanscape2/materials/scripts
FileSystem=../../media/paginglanscape2/materials/programs
FileSystem=../../media/paginglanscape2/materials/textures
FileSystem=../../media/paginglanscape2/overlays
FileSystem=../../media/paginglanscape2/datasrcs
FileSystem=../../media/paginglanscape2/terrains


as per a post earlier in this thread. however then i get the error:

Error #: 8
Function: FileSystemArchive::changeDirectory
Description: Cannot open requested directory ../../media/paginglanscape2.

OvermindDL1

11-12-2006 01:45:37

That last error is the generic error for "File or Directory not found".

kungfoomasta

11-12-2006 02:02:50

You're right about adding a new resource group, it's just a tag "[MyGroup1]", for example.

That error is related to your directory structure.

FileSystem=../../media/paginglanscape2

So your exe and resources.cfg are in the same directory, and the cfg file is telling OGRE that this is a valid path from your Current Working Directory.

This exception is raised probably because that path does not exist. If you moved the media folder into your current working directory you need to modify all of these paths to reflect that:


FileSystem=media/paginglanscape2
...


For your info: The common types of resources are "FileSystem" and "Zip" (case sensitive, forgot if zip or Zip). FileSystem just tells OGRE that this particular folder is a resource location for the given resource group you added it under. If it doesn't exist, and exception will be thrown. Paths are relative from your current working directory. Whenever you try to load a resource, ie mesh/material/xyz all resource locations will be searched for the resource.

KungFooMasta

winegums

11-12-2006 03:12:02

ok so i fixed the problem (seems none of us noticed the missing 'd' in landscape :)).

program now compiles and runs, should i infer from that that the terrain loaded?

anyway my latest problem is that there is no terrain displaying! how do i get it to display? do i have to attatch it to a scene node or something?

kungfoomasta

11-12-2006 03:37:47

Execute the following line of code:


SceneMgr ->setWorldGeometry( "paginglandscape2.cfg" );


paginglandscape2.cfg needs to lie in a resource group. If I remember correctly, this file is also the same as maptool.cfg. This file links to other files, known as "run time cfg" files. The .cfg extension is taken off the name.

More info: There are two types of terrain .cfg files: generation (.gen.cfg) and run time (.cfg).

To make your own map, you have to correctly create/configure a x.gen.cfg file and run the mapsplitter tool over it to create the necessary terrain maps. You then create/configure a run time cfg file (options are in the wiki, also note that some options must be constant between the gen and runtime file), which can be used to load a terrain via PLSM2.

There is a "TerrainGenerator" app in the works that attempts to automate the process, but it is not complete. It's in CVS.

KungFooMasta

winegums

11-12-2006 03:47:50

hm i have that line of code in my program, but no dice.

could it be not working because im running the example app?

here's the source code for the program anyway:



#include "ExampleApplication.h"

class TutorialApplication : public ExampleApplication
{
protected:
public:
TutorialApplication()
{
}

~TutorialApplication()
{
}
protected:
void createScene(void)
{
//Here's how to select the plugin
SceneManager *SceneMgr = Root::getSingleton().createSceneManager( ST_EXTERIOR_REAL_FAR );
//Here's how to load the plugin configuration file
// you can use the name you want. (it must be the config file inside...)
SceneMgr ->setWorldGeometry( "../../Media/paginglandscape2/paginglandscape2.cfg" );

mSceneMgr->setAmbientLight( ColourValue( 1, 1, 1 ) );
Entity *ent1 = mSceneMgr->createEntity( "Robot", "robot.mesh" );
SceneNode *node1 = mSceneMgr->getRootSceneNode()->createChildSceneNode( "RobotNode" );
node1->attachObject( ent1 );
}
};

#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
#define WIN32_LEAN_AND_MEAN
#include "windows.h"

INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT )
#else
int main(int argc, char **argv)
#endif
{
// Create application object
TutorialApplication app;

try {
app.go();
} catch( Exception& e ) {
#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
MessageBox( NULL, e.getFullDescription().c_str(), "An exception has occured!", MB_OK | MB_ICONERROR | MB_TASKMODAL);
#else
fprintf(stderr, "An exception has occured: %s\n",
e.getFullDescription().c_str());
#endif
}

return 0;
}



its just the first ogre tutorial with the terrain loadng stuff thrown in.

kungfoomasta

11-12-2006 07:35:52

You shouldn't need to include the relative path to the cfg file since it's in a resource path. Try changing from

SceneMgr ->setWorldGeometry( "../../Media/paginglandscape2/paginglandscape2.cfg" );


To

SceneMgr ->setWorldGeometry( "paginglandscape2.cfg" );


Does ogre.log say anything? or plsm.log? (not sure if plsm creates a log, I'm starting to get back into it myself)

Also, what are the contents of your paginglandscape2.cfg file? Make sure the cfg file it lists as current map is in your resource paths.

KungFooMasta

winegums

11-12-2006 08:26:30

ok cutting out the path seems to work, but make no difference in the final product.

ogre.log hasn't got anything of note in it (no flashing lights and sirens anyway), though i'll post its contents here anyway just in case im missing something:


08:16:06: Creating resource group General
08:16:06: Creating resource group Internal
08:16:06: Creating resource group Autodetect
08:16:06: Registering ResourceManager for type Material
08:16:06: Registering ResourceManager for type Mesh
08:16:06: Registering ResourceManager for type Skeleton
08:16:07: MovableObjectFactory for type 'ParticleSystem' registered.
08:16:07: Loading library OgrePlatform_d.dll
08:16:07: OverlayElementFactory for type Panel registered.
08:16:07: OverlayElementFactory for type BorderPanel registered.
08:16:07: OverlayElementFactory for type TextArea registered.
08:16:07: Registering ResourceManager for type Font
08:16:07: ArchiveFactory for archive type FileSystem registered.
08:16:07: ArchiveFactory for archive type Zip registered.
08:16:07: DevIL version: Developer's Image Library (DevIL) 1.6.6
08:16:07: DevIL image formats: bmp dib cut dcx dds gif ico cur jpg jpe jpeg lif mdl mng jng pcx pic pix png pbm pgm pnm ppm psd pdd psp pxr sgi bw rgb rgba tga vda icb vst tif tiff wal xpm raw
08:16:07: Registering ResourceManager for type HighLevelGpuProgram
08:16:07: Registering ResourceManager for type Compositor
08:16:07: MovableObjectFactory for type 'Entity' registered.
08:16:07: MovableObjectFactory for type 'Light' registered.
08:16:07: MovableObjectFactory for type 'BillboardSet' registered.
08:16:07: MovableObjectFactory for type 'ManualObject' registered.
08:16:07: MovableObjectFactory for type 'BillboardChain' registered.
08:16:07: MovableObjectFactory for type 'RibbonTrail' registered.
08:16:07: Loading library .\RenderSystem_Direct3D9
08:16:08: D3D9 : Direct3D9 Rendering Subsystem created.
08:16:08: D3D9: Driver Detection Starts
08:16:08: D3D9: Driver Detection Ends
08:16:08: Loading library .\RenderSystem_GL
08:16:08: OpenGL Rendering Subsystem created.
08:16:09: Loading library .\Plugin_ParticleFX
08:16:10: Particle Emitter Type 'Point' registered
08:16:10: Particle Emitter Type 'Box' registered
08:16:10: Particle Emitter Type 'Ellipsoid' registered
08:16:10: Particle Emitter Type 'Cylinder' registered
08:16:10: Particle Emitter Type 'Ring' registered
08:16:10: Particle Emitter Type 'HollowEllipsoid' registered
08:16:10: Particle Affector Type 'LinearForce' registered
08:16:10: Particle Affector Type 'ColourFader' registered
08:16:10: Particle Affector Type 'ColourFader2' registered
08:16:10: Particle Affector Type 'ColourImage' registered
08:16:10: Particle Affector Type 'ColourInterpolator' registered
08:16:10: Particle Affector Type 'Scaler' registered
08:16:10: Particle Affector Type 'Rotator' registered
08:16:10: Particle Affector Type 'DirectionRandomiser' registered
08:16:10: Particle Affector Type 'DeflectorPlane' registered
08:16:10: Loading library .\Plugin_BSPSceneManager
08:16:10: Registering ResourceManager for type BspLevel
08:16:10: Loading library .\Plugin_OctreeSceneManager
08:16:10: Loading library .\Plugin_CgProgramManager
08:16:11: Loading library .\Plugin_PagingLandScapeSceneManager2_d
08:16:11: *-*-* OGRE Initialising
08:16:11: *-*-* Version 1.2.3 (Dagon)
08:16:11: Creating resource group Bootstrap
08:16:11: Added resource location '../../media/packs/OgreCore.zip' of type 'Zip' to resource group 'Bootstrap'
08:16:11: Added resource location '../../media' of type 'FileSystem' to resource group 'General'
08:16:11: Added resource location '../../media/fonts' of type 'FileSystem' to resource group 'General'
08:16:11: Added resource location '../../media/materials/programs' of type 'FileSystem' to resource group 'General'
08:16:11: Added resource location '../../media/materials/scripts' of type 'FileSystem' to resource group 'General'
08:16:12: Added resource location '../../media/materials/textures' of type 'FileSystem' to resource group 'General'
08:16:12: Added resource location '../../media/models' of type 'FileSystem' to resource group 'General'
08:16:12: Added resource location '../../media/overlays' of type 'FileSystem' to resource group 'General'
08:16:12: Added resource location '../../media/particle' of type 'FileSystem' to resource group 'General'
08:16:12: Added resource location '../../media/gui' of type 'FileSystem' to resource group 'General'
08:16:12: Added resource location '../../media/DeferredShadingMedia' of type 'FileSystem' to resource group 'General'
08:16:12: Added resource location '../../media/packs/cubemap.zip' of type 'Zip' to resource group 'General'
08:16:12: Added resource location '../../media/packs/cubemapsJS.zip' of type 'Zip' to resource group 'General'
08:16:12: Added resource location '../../media/packs/dragon.zip' of type 'Zip' to resource group 'General'
08:16:12: Added resource location '../../media/packs/fresneldemo.zip' of type 'Zip' to resource group 'General'
08:16:12: Added resource location '../../media/packs/ogretestmap.zip' of type 'Zip' to resource group 'General'
08:16:13: Added resource location '../../media/packs/skybox.zip' of type 'Zip' to resource group 'General'
08:16:13: Creating resource group PLSM2
08:16:13: Added resource location '../../media/paginglandscape2' of type 'FileSystem' to resource group 'PLSM2'
08:16:13: Added resource location '../../media/paginglandscape2/models' of type 'FileSystem' to resource group 'PLSM2'
08:16:13: Added resource location '../../media/paginglandscape2/materials' of type 'FileSystem' to resource group 'PLSM2'
08:16:13: Added resource location '../../media/paginglandscape2/materials/scripts' of type 'FileSystem' to resource group 'PLSM2'
08:16:13: Added resource location '../../media/paginglandscape2/materials/programs' of type 'FileSystem' to resource group 'PLSM2'
08:16:13: Added resource location '../../media/paginglandscape2/materials/textures' of type 'FileSystem' to resource group 'PLSM2'
08:16:13: Added resource location '../../media/paginglandscape2/overlays' of type 'FileSystem' to resource group 'PLSM2'
08:16:13: Added resource location '../../media/paginglandscape2/datasrcs' of type 'FileSystem' to resource group 'PLSM2'
08:16:13: Added resource location '../../media/paginglandscape2/terrains' of type 'FileSystem' to resource group 'PLSM2'
08:16:13: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
08:16:13: D3D9 : RenderSystem Option: Anti aliasing = None
08:16:13: D3D9 : RenderSystem Option: Floating-point mode = Fastest
08:16:13: D3D9 : RenderSystem Option: Full Screen = Yes
08:16:13: D3D9 : RenderSystem Option: Rendering Device = NVIDIA GeForce 6800
08:16:13: D3D9 : RenderSystem Option: VSync = No
08:16:13: D3D9 : RenderSystem Option: Video Mode = 800 x 600 @ 32-bit colour
08:17:46: *** Starting Win32GL Subsystem ***
08:17:46: GLRenderSystem::createRenderWindow "OGRE Render Window", 1024x768 fullscreen miscParams: FSAA=0 colourDepth=32 vsync=false
08:17:47: Created Win32Window 'OGRE Render Window' : 1024x768, 32bpp
08:17:48: GL_VERSION = 2.0.1
08:17:48: GL_VENDOR = NVIDIA Corporation
08:17:48: GL_RENDERER = GeForce 6800/AGP/SSE/3DNOW!
08:17:48: GL_EXTENSIONS = GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
08:17:48: Supported WGL extensions: WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_extensions_string WGL_EXT_swap_control WGL_NV_float_buffer WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
08:17:48: ***************************
*** GL Renderer Started ***
***************************
08:17:48: Registering ResourceManager for type GpuProgram
08:17:48: GLSL support detected
08:17:48: GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
08:17:49: FBO PF_UNKNOWN depth/stencil support: D16S0 D24S0 D32S0
08:17:49: FBO PF_R5G6B5 depth/stencil support: D0S0 D16S0
08:17:49: FBO PF_B5G6R5 depth/stencil support: D0S0 D16S0
08:17:49: FBO PF_R8G8B8 depth/stencil support: D0S0 D24S0 D32S0
08:17:49: FBO PF_B8G8R8 depth/stencil support: D0S0 D24S0 D32S0
08:17:49: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D24S0 D32S0 D24S8
08:17:49: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D24S0 D32S0 D24S8
08:17:49: FBO PF_A2R10G10B10 depth/stencil support: D0S0 D24S0 D32S0 D24S8
08:17:49: FBO PF_A2B10G10R10 depth/stencil support: D0S0 D24S0 D32S0 D24S8
08:17:49: FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D24S0 D32S0
08:17:49: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D24S0 D32S0
08:17:49: FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D24S0 D32S0
08:17:49: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D24S0 D32S0
08:17:49: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D24S0 D32S0 D24S8
08:17:49: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D24S0 D32S0 D24S8
08:17:49: FBO PF_SHORT_RGBA depth/stencil support: D0S0 D24S0 D32S0
08:17:49: FBO PF_R3G3B2 depth/stencil support: D0S0 D16S0
08:17:49: [GL] : Valid FBO targets PF_UNKNOWN PF_R5G6B5 PF_B5G6R5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2
08:17:49: RenderSystem capabilities
08:17:49: -------------------------
08:17:49: * Hardware generation of mipmaps: yes
08:17:49: * Texture blending: yes
08:17:49: * Anisotropic texture filtering: yes
08:17:49: * Dot product texture operation: yes
08:17:49: * Cube mapping: yes
08:17:49: * Hardware stencil buffer: yes
08:17:49: - Stencil depth: 8
08:17:49: - Two sided stencil support: yes
08:17:49: - Wrap stencil values: yes
08:17:49: * Hardware vertex / index buffers: yes
08:17:49: * Vertex programs: yes
08:17:49: - Max vertex program version: vp40
08:17:49: * Fragment programs: yes
08:17:49: - Max fragment program version: fp40
08:17:49: * Texture Compression: yes
08:17:49: - DXT: yes
08:17:49: - VTC: yes
08:17:49: * Scissor Rectangle: yes
08:17:49: * Hardware Occlusion Query: yes
08:17:49: * User clip planes: yes
08:17:49: * VET_UBYTE4 vertex element type: yes
08:17:49: * Infinite far plane projection: yes
08:17:49: * Hardware render-to-texture: yes
08:17:49: * Floating point textures: yes
08:17:49: * Non-power-of-two textures: yes
08:17:49: * Volume textures: yes
08:17:49: * Multiple Render Targets: 4
08:17:49: * Point Sprites: yes
08:17:49: * Extended point parameters: yes
08:17:49: * Max Point Size: 63.375
08:17:49: Registering ResourceManager for type Texture
08:17:49: ResourceBackgroundQueue - threading disabled
08:17:50: Particle Renderer Type 'billboard' registered
08:17:50: Creating viewport on target 'OGRE Render Window', rendering from camera 'PlayerCam', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
08:17:50: Viewport for camera 'PlayerCam', actual dimensions L: 0 T: 0 W: 1024 H: 768
08:17:50: Parsing scripts for resource group Autodetect
08:17:50: Finished parsing scripts for resource group Autodetect
08:17:50: Parsing scripts for resource group Bootstrap
08:17:50: Parsing script OgreCore.material
08:17:50: Parsing script OgreProfiler.material
08:17:50: Parsing script Ogre.fontdef
08:17:50: Parsing script OgreDebugPanel.overlay
08:17:51: Texture: New_Ogre_Border_Center.png: Loading 1 faces(PF_A8B8G8R8,256x128x1) with 8 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
08:17:51: Texture: New_Ogre_Border.png: Loading 1 faces(PF_A8B8G8R8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
08:17:51: Texture: New_Ogre_Border_Break.png: Loading 1 faces(PF_A8B8G8R8,32x32x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
08:17:51: Font BlueHighwayusing texture size 512x512
08:17:51: Info: Freetype returned null for character 127 in font BlueHighway
08:17:51: Info: Freetype returned null for character 128 in font BlueHighway
08:17:51: Info: Freetype returned null for character 129 in font BlueHighway
08:17:51: Info: Freetype returned null for character 130 in font BlueHighway
08:17:51: Info: Freetype returned null for character 131 in font BlueHighway
08:17:51: Info: Freetype returned null for character 132 in font BlueHighway
08:17:51: Info: Freetype returned null for character 133 in font BlueHighway
08:17:51: Info: Freetype returned null for character 134 in font BlueHighway
08:17:51: Info: Freetype returned null for character 135 in font BlueHighway
08:17:51: Info: Freetype returned null for character 136 in font BlueHighway
08:17:51: Info: Freetype returned null for character 137 in font BlueHighway
08:17:51: Info: Freetype returned null for character 138 in font BlueHighway
08:17:51: Info: Freetype returned null for character 139 in font BlueHighway
08:17:51: Info: Freetype returned null for character 140 in font BlueHighway
08:17:51: Info: Freetype returned null for character 141 in font BlueHighway
08:17:51: Info: Freetype returned null for character 142 in font BlueHighway
08:17:51: Info: Freetype returned null for character 143 in font BlueHighway
08:17:51: Info: Freetype returned null for character 144 in font BlueHighway
08:17:51: Info: Freetype returned null for character 145 in font BlueHighway
08:17:51: Info: Freetype returned null for character 146 in font BlueHighway
08:17:51: Info: Freetype returned null for character 147 in font BlueHighway
08:17:51: Info: Freetype returned null for character 148 in font BlueHighway
08:17:51: Info: Freetype returned null for character 149 in font BlueHighway
08:17:51: Info: Freetype returned null for character 150 in font BlueHighway
08:17:51: Info: Freetype returned null for character 151 in font BlueHighway
08:17:51: Info: Freetype returned null for character 152 in font BlueHighway
08:17:51: Info: Freetype returned null for character 153 in font BlueHighway
08:17:51: Info: Freetype returned null for character 154 in font BlueHighway
08:17:51: Info: Freetype returned null for character 155 in font BlueHighway
08:17:51: Info: Freetype returned null for character 156 in font BlueHighway
08:17:51: Info: Freetype returned null for character 157 in font BlueHighway
08:17:51: Info: Freetype returned null for character 158 in font BlueHighway
08:17:51: Info: Freetype returned null for character 159 in font BlueHighway
08:17:51: Info: Freetype returned null for character 160 in font BlueHighway
08:17:51: Texture: BlueHighwayTexture: Loading 1 faces(PF_BYTE_LA,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_BYTE_LA,512x512x1.
08:17:51: Texture: ogretext.png: Loading 1 faces(PF_A8B8G8R8,256x128x1) with 8 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
08:17:51: Parsing script OgreLoadingPanel.overlay
08:17:51: Finished parsing scripts for resource group Bootstrap
08:17:51: Parsing scripts for resource group General
08:17:51: Parsing script Examples.program
08:17:52: Parsing script StdQuad_vp.program
08:17:52: Parsing script deferred.glsl.program
08:17:53: DeferredShading/material/glsl/ps : GLSL compiled

08:17:53: DeferredShading/material/glsl/notex_ps : GLSL compiled

08:17:53: DeferredShading/material/glsl/nm_ps : GLSL compiled

08:17:53: DeferredShading/material/glsl/nm_notex_ps : GLSL compiled

08:17:53: Parsing script deferred.hlsl.program
08:17:53: Parsing script deferred_post_debug.glsl.program
08:17:54: DeferredShading/post/glsl/ShowNormal_ps : GLSL compiled

08:17:54: DeferredShading/post/glsl/ShowDS_ps : GLSL compiled

08:17:54: DeferredShading/post/glsl/ShowColour_ps : GLSL compiled

08:17:54: Parsing script deferred_post_debug.hlsl.program
08:17:54: Parsing script deferred_post_minilight.glsl.program
08:17:54: DeferredShading/post/glsl/LightMaterial_vs : GLSL compiled

08:17:54: DeferredShading/post/glsl/LightMaterial_ps : GLSL compiled

08:17:54: Parsing script deferred_post_minilight.hlsl.program
08:17:54: Parsing script deferred_post_multipass.glsl.program
08:17:54: DeferredShading/post/glsl/Ambient_ps : GLSL compiled

08:17:54: DeferredShading/post/glsl/GlobalLight_ps : GLSL compiled

08:17:54: Parsing script deferred_post_multipass.hlsl.program
08:17:54: Parsing script deferred_post_onepass.glsl.program
08:17:55: DeferredShading/post/glsl/vs : GLSL compiled

08:17:55: DeferredShading/post/glsl/SinglePass_ps : GLSL compiled

08:17:55: Parsing script deferred_post_onepass.hlsl.program
08:17:55: Parsing script BlackAndWhite.material
08:17:55: Parsing script Bloom.material
08:17:55: Blur_ps_glsl : GLSL compiled

08:17:55: Blur0_vs_glsl : GLSL compiled

08:17:55: Blur1_vs_glsl : GLSL compiled

08:17:55: Parsing script DOF.material
08:17:55: Parsing script Embossed.material
08:17:55: Parsing script Example-DynTex.material
08:17:55: Parsing script Example-Water.material
08:17:55: Parsing script Example.material
08:17:56: Parsing script Examples-Advanced.material
08:17:57: Parsing script facial.material
08:17:57: Parsing script Glass.material
08:17:57: Parsing script hdr.material
08:17:57: Ogre/Compositor/HDR/downscale2x2LuminenceGLSL_fp : GLSL compiled

08:17:57: Ogre/Compositor/StdQuad_GLSL_vp : GLSL compiled

08:17:57: Ogre/Compositor/HDR/downscale3x3GLSL_fp : GLSL compiled

08:17:57: Ogre/Compositor/HDR/utils_fp : GLSL compiled

08:17:57: Ogre/Compositor/HDR/downscale3x3brightpassGLSL_fp : GLSL compiled

08:17:57: Ogre/Compositor/HDR/bloomGLSL_fp : GLSL compiled

08:17:57: Ogre/Compositor/HDR/utils_fp : GLSL compiled

08:17:57: Ogre/Compositor/HDR/finaltonemappingGLSL_fp : GLSL compiled

08:17:57: Parsing script HeatVision.material
08:17:58: Parsing script Hurt.material
08:17:58: Parsing script Invert.material
08:17:58: Parsing script Laplace.material
08:17:58: Parsing script MotionBlur.material
08:17:58: Parsing script Ocean.material
08:17:58: GLSL/OceanVS : GLSL compiled

08:17:58: GLSL/OceanFS : GLSL compiled

08:17:59: GLSL/Ocean2VS : GLSL compiled

08:17:59: GLSL/Ocean2FS : GLSL compiled

08:17:59: Parsing script OffsetMapping.material
08:17:59: Parsing script Ogre.material
08:17:59: Parsing script OldMovie.material
08:17:59: Parsing script OldTV.material
08:17:59: Parsing script Posterize.material
08:17:59: Parsing script RZR-002.material
08:17:59: Parsing script SharpenEdges.material
08:17:59: Parsing script smoke.material
08:17:59: Parsing script Tiling.material
08:18:00: Parsing script deferred.material
08:18:00: DeferredShading/material/glsl/vs : GLSL compiled

08:18:00: DeferredShading/material/glsl/nm_vs : GLSL compiled

08:18:00: Parsing script deferreddemo.material
08:18:00: Parsing script deferred_post_debug.material
08:18:00: Parsing script deferred_post_minilight.material
08:18:00: Parsing script deferred_post_multipass.material
08:18:00: Parsing script deferred_post_onepass.material
08:18:00: Parsing script fresnelenviron.material
08:18:00: Parsing script Examples.compositor
08:18:00: Parsing script sample.fontdef
08:18:01: Parsing script Example-Water.particle
08:18:01: Parsing script Example.particle
08:18:01: Parsing script smoke.particle
08:18:01: Parsing script Compositor.overlay
08:18:01: Parsing script DP3.overlay
08:18:01: Parsing script Example-CubeMapping.overlay
08:18:01: Parsing script Example-DynTex.overlay
08:18:01: Parsing script Example-Water.overlay
08:18:01: Parsing script Shadows.overlay
08:18:01: Finished parsing scripts for resource group General
08:18:01: Parsing scripts for resource group Internal
08:18:01: Finished parsing scripts for resource group Internal
08:18:01: Parsing scripts for resource group PLSM2
08:18:01: Parsing script DecompressShadowReceiver.program
08:18:01: Parsing script DecompressSplat.program
08:18:01: Parsing script DecompressSplatShader.program
08:18:01: Parsing script DecompressVertex.program
08:18:01: Parsing script PLShaders.program
08:18:01: Parsing script ShadowReceiver.program
08:18:01: Parsing script Splat.program
08:18:01: Parsing script SplatShader.program
08:18:02: Parsing script BaseTexture.material
08:18:02: Parsing script colors.material
08:18:02: Parsing script MapEditor-Circle.material
08:18:02: Parsing script MyTree.material
08:18:02: Parsing script PagingLandScape.material
08:18:02: Parsing script PagingLandScapeTemplate.material
08:18:02: Parsing script PLSplattingShaderLit.material
08:18:03: Parsing script PLSplattingShaderLitDecompress.material
08:18:04: Parsing script PLSplattingShaderUnlit.material
08:18:04: Parsing script PLSplattingShaderUnlitDecompress.material
08:18:04: Parsing script Splatting.material
08:18:04: Parsing script Splatting2.material
08:18:04: Parsing script Splatting3.material
08:18:04: Parsing script Splatting4.material
08:18:04: Parsing script Splatting5.material
08:18:04: Parsing script Splatting6.material
08:18:04: Parsing script Splatting7.material
08:18:04: Parsing script SplattingShader.material
08:18:05: Parsing script DebugOverlay.overlay
08:18:05: Parsing script PagingLandScape.overlay
08:18:05: Parsing script PagingLandScape2.overlay
08:18:05: Finished parsing scripts for resource group PLSM2
08:18:05: Initialising resource group PLSM2
08:18:05: Added resource location '../../media/paginglandscape2/terrains/alpes' of type 'FileSystem' to resource group 'PLSM2'
08:18:06: Initialising resource group PLSM2
08:18:06: Mesh: Loading robot.mesh.
08:18:06: Skeleton: Loading robot.skeleton
08:18:06: Texture: r2skin.jpg: Loading 1 faces(PF_B8G8R8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
08:18:06: Win32Input8: DirectInput Activation Starts
08:18:07: Win32Input8: Establishing keyboard input.
08:18:07: Win32Input8: Keyboard input established.
08:18:07: Win32Input8: Initializing mouse input in immediate mode.
08:18:07: Win32Input8: Mouse input in immediate mode initialized.
08:18:07: Win32Input8: DirectInput OK.
08:18:12: Unregistering ResourceManager for type BspLevel
08:18:12: *-*-* OGRE Shutdown
08:18:12: Unregistering ResourceManager for type Compositor
08:18:12: Unregistering ResourceManager for type Font
08:18:12: Unregistering ResourceManager for type Skeleton
08:18:12: Unregistering ResourceManager for type Mesh
08:18:12: Unregistering ResourceManager for type HighLevelGpuProgram
08:18:12: Unloading library .\Plugin_PagingLandScapeSceneManager2_d
08:18:12: Unloading library .\Plugin_CgProgramManager
08:18:12: Unloading library .\Plugin_OctreeSceneManager
08:18:12: Unloading library .\Plugin_BSPSceneManager
08:18:12: Unloading library .\Plugin_ParticleFX
08:18:14: Render Target 'OGRE Render Window' Average FPS: 104.059 Best FPS: 110.889 Worst FPS: 88.2936
08:18:14: Unregistering ResourceManager for type GpuProgram
08:18:14: *** Stopping Win32GL Subsystem ***
08:18:14: Unregistering ResourceManager for type Texture
08:18:14: Unloading library .\RenderSystem_GL
08:18:14: D3D9 : Shutting down cleanly.
08:18:14: D3D9 : Direct3D9 Rendering Subsystem destroyed.
08:18:14: Unloading library .\RenderSystem_Direct3D9
08:18:14: Unregistering ResourceManager for type Material
08:18:14: Unloading library OgrePlatform_d.dll



only thing i noticed is that i can't see anything explicitly 'loading' the terrain, it parses some stuff but it doesn't load anything like it loads the skeleton mesh.

and paginglandscape2.cfg:



DefaultMap=European_Alpes

European_Alpes=Alpes
Terrain_Scene_Manager_Terrain=TsmTerrain
hf=hf_129_3

#NewWorld2=NewWorld2

# need to download datasrc.zip from http://tuan.kuranes.free.fr/ogre.html for those
#puget_sound=ps_height_1k
#grand_canyon=gcanyon_height_4k2k
#terragen_genrated=terragen16bits


# resource group name where to find map definition
GroupName=PLSM2

# Try forbidden textureformat combinations
TextureFormatDebug=no




im kinda worried its this file thats the problem to be honest, though i can't see why it would be. neworld2 is commented out as it created problems with the PLSM2 sample.

kungfoomasta

11-12-2006 18:38:37

The map it will try to load is named "European_Alpes".

Make sure Alpes.cfg is in your resource paths. Also open up Alpes.cfg and see which images it needs, I think there is a "datasrcs" folder you need to download to get the images for this map. Also, you may need to run mapsplitter over this map.

At work, so comments are short =(.

KungFooMasta

winegums

11-12-2006 19:12:59

alpes.cfg is in
FileSystem=../../media/paginglandscape2/terrains

this is under the [PLSM2] heading in the resources.cfg file.

kungfoomasta

11-12-2006 20:06:13

Can you display the contents of the run time alpes file?

Do you have a datasrcs folder with a folder called Alpes inside it? In other words, do you have the images required to load the terrain?

KungFooMasta

winegums

11-12-2006 20:26:10

sorry but what do you mean by run time alpes file?

i did download datasrcs and have a file called alpes.raw inside it, but no folder with that name.

kungfoomasta

11-12-2006 21:36:08

From paginglandscape2.cfg:


...
European_Alpes=Alpes
...


This is saying that the terrain labeled as "European_Aples" is defined by the runtime cfg file "Alpes.cfg".

If there is no Alpes folder or similar, that would suggest you need to create images to use for the terrain. This can be done by using the Mapsplitter tool, along with Alpges.gen.cfg (generation file) to process the Raw image.

The Mapsplitter tool uses maptool.cfg to tell it what maps (.gen files) to process.

KungFooMasta

winegums

12-12-2006 04:01:42

>.< ok i found my alpes folder

its in the terrains folder. the terrains folder is pointed to by the resource.cfg file, but terrains/alpes isn't specifically pointed to, do i need to have a path directly to that? because the sample ran without a directory path straight to the alpes folder.

kungfoomasta

12-12-2006 18:54:23

Couldn't hurt to add it, but I think the Alpes folder may be added to the resource paths via code, not sure.

Can you list some of the files within the Alpes folder?

Also, do you have a TSM folder? Try setting the ogre sample terrain to current map (in paginglandscape.cfg), and see if that loads in OGRE.

KungFooMasta

winegums

12-12-2006 23:13:54

adding alpes as a path didn't work

files in alpes:
alpes.0.0.png
alpes.0.1.png
alpes.1.0.png
alpes.1.1.png
...
alpes.alpha.0.0.0.png
alpes.alpha.0.0.1.png
...
alpes.Base.0.0.png
alpes.Base.0.1.png
...
alpes.Coverage.0.0.0.png
alpes.Coverage.0.0.1.png
...
alpes.Light.0.0.png
alpes.Light.0.1.png
...
alpes.Small.png


yes i have a TSM folder, but i don't understand what you mean by "Try setting the ogre sample terrain to current map"

kungfoomasta

13-12-2006 00:43:57

Change

DefaultMap=European_Alpes

To

DefaultMap=Terrain_Scene_Manager_Terrain

And see if it loads that terrain, as I remember I got that terrain to load myself.

KungFooMasta

winegums

13-12-2006 02:17:11

tried it, makes no difference :(

kungfoomasta

13-12-2006 03:22:08

You can see the robot tho?

Add in some camera controls just to make certain the terrain isn't in an odd place. I'm surprised nobody else in the forums is helping you out, lol. Tear apart the PLSM2 demo and see what they are doing.

KungFooMasta

winegums

13-12-2006 11:45:49

yeah it comes with camera control, i've moved the camera around to check it hadn't just spawned behind me :/

I tried looking at the PLSM demo, but theres so much in there :/ its reams and reams of code, it took me a while to even find the start of it. plus i'm not 100% whats needed for the loading and whats superflous.

to be honest if anyone had a basic 'load terrain, do nothing else' demo id relaly appreciate them posting the code or files here.

tuan kuranes

14-12-2006 13:48:25

alpes subdirectory doesn't need to be inside resources.cfg as it's added automatically from the directory given inside the *alpes*.cfg file.

tuan kuranes

14-12-2006 13:56:21

did you tried other terrain, changing defaultmap or hitting 'n' key ?

codec

14-12-2006 21:25:39

After also struggling setting up the standalone demo, I've updated the wiki with the instructionsI found here together with my own experimentations.

Hope that will help others!

How different is the CVS version of the code?

tuan kuranes

15-12-2006 13:46:27

many modifications and patches applied, but peripherals features only.

Nudel

17-12-2006 11:06:24

I have a problem with the plsm2 demo too. The map splitter works.
These are the last few lines in the plsm2.log:

11:48:30: Parsing script PagingLandScape2.overlay
11:48:30: Finished parsing scripts for resource group PLSM2
11:48:30: Added resource location '../../../../../ogreaddons/paginglandscape/Samples/Media/paginglandscape2/terrains/hf129_3' of type 'FileSystem' to resource group 'PLSM2'
11:48:30: Initialising resource group PLSM2
11:48:30: Texture: flare.png: Loading 1 faces(PF_B8G8R8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
11:48:30: Create frame listener
11:48:30: Win32Input8: DirectInput Activation Starts
11:48:30: Win32Input8: Establishing keyboard input.
11:48:30: Win32Input8: Keyboard input established.
11:48:30: Win32Input8: Establishing mouse input.
11:48:30: Win32Input8: Mouse input established.
11:48:30: Win32Input8: DirectInput OK.
11:48:30: Texture: cursor.png: Loading 1 faces(PF_A8B8G8R8,32x32x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.


Notice the line that says "Create frame listener". Ive added a logMessage right before createFrameListener(); is called.


// Create the scene
createScene();

Ogre::LogManager::getSingleton().logMessage("Create frame listener");
createFrameListener();

return true;

The weird thing is, that ive also added a log message at the beginning of the createFrameListener function, but the application crashes before it saves the message.

virtual void createFrameListener(void)
{
Ogre::LogManager::getSingleton().logMessage("create pls frame listener instance");
mPagingFrameListener= new PagingLandScapeFrameListener(mWindow,
mCamera, false, true);

mRoot->addFrameListener(mPagingFrameListener);
}


I didnt get any specific error message, just a message that tells me, an unhandled error occured.

edit:
ive copied the createframelistener code from the exampleapplication and added it to the createframelistener from the plsm demo and it works for some reason. i can see a flat shaded black terrain now.

winegums

18-12-2006 09:46:09

did you tried other terrain, changing defaultmap or hitting 'n' key ?

i think you've missunderstood my problem, im trying to load the terrain into my own application.

winegums

24-12-2006 16:01:25

bump i guess.

hasn't anyone tried to load in a terrain into a basic program before? i woulda figured someone would have done so and have the code lying around (i can't imagine the whole thing being huge...maybe someone could even knock one up now... :o ).

kungfoomasta

25-12-2006 02:38:33

I'm working on a new mapsplitter tool (TerrainGenerator), and I found that I'm having problems loading terrain also. What the mapsplitter produces and what PLSM2 wants are not quite the same.. hope Tuan can help us out. As soon as I get TerrainGenerator working I will upload a binary and source...

KungFooMasta

winegums

08-01-2007 00:33:12

just thought I'd bump this and ask if kungfoomasta has had any luck with his project, or if tuan can shed any light on how to use a basic map in a sample application?

kungfoomasta

08-01-2007 03:55:46

I'm also finding problems using PLSM2 to load terrain using a recent grab from CVS.

Can anybody who is successful let us know what date they checked out PLSM2 from CVS?

KungFooMasta

AndyWillSaveUs

06-02-2007 19:48:56

Hi, I'm trying to run plsm2 in my own app and i'm running into a problem. I'm using OGRE SDK and PLSM2 from CVS.

Whenever trying to run the code:

mSceneMgr = Root::getSingleton().createSceneManager( ST_EXTERIOR_REAL_FAR );
mSceneMgr->setWorldGeometry("paginglandscape2.cfg");


I get this error:
-----------------------------------
Details:
-----------------------------------
Error #: 4
Function: SceneManager::setWorldGeometry
Description: World geometry is not supported by the generic SceneManager..
File: ..\src\OgreSceneManager.cpp
Line: 1159
Stack unwinding: <<beginning of stack>>

AndyWillSaveUs

07-02-2007 03:32:02

I'm silly.

I forgot to add the plugin to plugins.cfg

Sorry about that

KidParanoja

17-02-2007 06:05:33

hi,

while compiling i get lot´s of error messages, which look like the code of plsm2 is full of bugs.

i.e.


..\src\OgrePagingLandScapeTexture.cpp(130) : error C2039: 'RealConstantEntry' : is not a member of 'Ogre::GpuProgramParameters'
c:\ogresdk\include\OgreGpuProgram.h(225) : see declaration of 'Ogre::GpuProgramParameters'
..\src\OgrePagingLandScapeTexture.cpp(130) : error C2065: 'RealConstantEntry' : undeclared identifier
..\src\OgrePagingLandScapeTexture.cpp(130) : error C2059: syntax error : 'const'
..\src\OgrePagingLandScapeTexture.cpp(131) : error C2065: 'e' : undeclared identifier
..\src\OgrePagingLandScapeTexture.cpp(133) : error C2227: left of '->val' must point to class/struct/union/generic type
type is ''unknown-type''
..\src\OgrePagingLandScapeTexture.cpp(134) : error C2227: left of '->val' must point to class/struct/union/generic type
type is ''unknown-type''





i tried built it as told, using vc++8 and the ogresdk.
So maybe someone has an idea what to do?!

AHHHHHHH...... :roll:

THe problem was, that i used sdk 1.4 and the sources of plsm where for 1.2. downloaded the right sources out of the cvs, and now everything works